In honor of this thread, Im going to quickly summarise what I have gathered about creating villagers professions in 1.14.4 (forge 28.1.109) as there is not really that much information about that available right now. If anyone sees me doing something wrong or saying bs, just let me know and I will fix it. Specifically the reflection fix I mention below.
EDIT: Make sure you check the first couple replies as well.
Source for all of this can be found specifically in this commit: https://github.com/CAS-ual-TY/GunCus/commit/817848784868f4e8362d4270be6f8fc19863dc42 Tho I have done a few extra things which are unrelated so dont wonder.
PointOfInterestType
If you check out the vanilla class, you could come to the conclusion, that these are generally types of points of interest for villagers. You have the blocks in there that give the villagers their professions (eg. the Armorer type has a Blast Furnace passed to the constructor), you have a Bed type for sleeping, Unemployed type, Meeting type, etc. (But most importantly you have all the professions). You make your POITypes in the forge registry event for that (Register<PointOfInterestType>) (dont forget to set the registry name).
Constructor is: String name, Set<BlockState> blockStates, int maxFreeTickets, SoundEvent workSound, int something. Name seems to just be the lower case name (eg. "fletcher", "leatherworker" etc.), the blockStates are just all block states of the interest block. There is a helper method for this (unfortunately its private, so youll have to figure something out for yourself) which I will post below. Next you have what it seems to be the amount of villagers that can use this at once. All vanilla professions have this at 1. Next you have the work sound. I just use vanilla sounds here, so youll have to check yourself if your sound event public static final instances are populated already at this point. And finally you have another integer which I have no idea about. All vanilla professions have this at 1 too.
VillagerProfession
Now we create the villager profession. This is the type of profession a villager can have (eg. Flether, Weapon Smith etc.). We use the forge registry event for this again (Register<VillagerProfession>) (again, dont forget to set registry name).
Constructor: String nameIn, PointOfInterestType pointOfInterestIn, ImmutableSet<Item> noIdea, ImmutableSet<Block> noIdeaAgain. The name is the lowercase name again (eg. "fisherman", "mason" etc.). This is needed for the texture and translation (see below). Next you pass the PointOfInterestType for this profession (read above that this is). Since P comes before V, these are already registered and object holders are populated, so you can just pass your static fields here. The 2 sets that come now I havent really looked into because all vanilla professions just pass an empty set here (ImmutableSet.of()).
Profession Texture Location
assets\MOD_ID\textures\entity\villager\profession\PROFESSION_NAME.png
You just have to put the texture in the appropriate location. Rendering is done automatically. If you want to play around with the model a bit (eg. change the hat), check out the vanilla villagers. You can do that by adding extra PROFESSION_NAME.png.mcmeta files to the same location. Just check out vanilla for examples: assets\minecraft\textures\entity\villager\profession
Profession Trading GUI Title Translation
entity.minecraft.villager.MOD_ID.PROFESSION_NAME
This is the key for your .lang file. Translate this to set the title of the trading GUI. At first I was confused, because there is 2 mod ids in there (mine and minecraft). But it makes sense because the villager is part of minecraft, but the professions part of *MOD_ID*. So ye.
Adding Trades to Professions
Forge has 2 events for that: VillagerTradesEvent, WandererTradesEvent. You can add trades to any profession here. 1st one allows to add trades to every profession and their levels (1-5, novice to master or smth). 2nd one allows to add generic or rare trades to the wanderer. I highly suggest checking out the vanilla trades to have an idea what (or how much) to set here for all the params: https://minecraft.gamepedia.com/Trading#Armorer
- To do the first: Call event.getTrades().get(level).add(some_ITrade_instance_or_lamda_action). To do this for the profession you want, check if event.getType() == ModVillagerProfessions.YOUR_PROFESSION (this event gets called once for every profession).
- To do the second: Just check out the event class. Pretty simple. Easy getters easy life
I have made a helper class for this to allow easy trade creation. I will post it below. Example usage of this helper class (adds a trade to level 1; You can buy 2-4 (picked randomly per villager, but steady) acacia fences for 12 emeralds):
event.getTrades().get(1).add(new RandomTradeBuilder(8, 10, 0.05F).setEmeraldPrice(12).setForSale(Items.ACACIA_FENCE, 2, 4).build());
Final Reflection Fix
Im just going to quote what I have written on forge discord. See below for fix (in helper section, call for every POIType in your init):
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Helper Stuff (use this as you please)
Get all Block States
static Set<BlockState> getAllStates(Block block) {
return ImmutableSet.copyOf(block.getStateContainer().getValidStates());
}
Easy/Random Trades Builder
package here
import java.util.Random;
import java.util.function.Function;
import net.minecraft.entity.merchant.villager.VillagerTrades.ITrade;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.item.Items;
import net.minecraft.item.MerchantOffer;
public class RandomTradeBuilder
{
protected Function<Random, ItemStack> price;
protected Function<Random, ItemStack> price2;
protected Function<Random, ItemStack> forSale;
protected final int maxTrades;
protected final int xp;
protected final float priceMult;
public RandomTradeBuilder(int maxTrades, int xp, float priceMult)
{
this.price = null;
this.price2 = (random) -> ItemStack.EMPTY;
this.forSale = null;
this.maxTrades = maxTrades;
this.xp = xp;
this.priceMult = priceMult;
}
public RandomTradeBuilder setPrice(Function<Random, ItemStack> price)
{
this.price = price;
return this;
}
public RandomTradeBuilder setPrice(Item item, int min, int max)
{
return this.setPrice(RandomTradeBuilder.createFunction(item, min, max));
}
public RandomTradeBuilder setPrice2(Function<Random, ItemStack> price2)
{
this.price2 = price2;
return this;
}
public RandomTradeBuilder setPrice2(Item item, int min, int max)
{
return this.setPrice2(RandomTradeBuilder.createFunction(item, min, max));
}
public RandomTradeBuilder setForSale(Function<Random, ItemStack> forSale)
{
this.forSale = forSale;
return this;
}
public RandomTradeBuilder setForSale(Item item, int min, int max)
{
return this.setForSale(RandomTradeBuilder.createFunction(item, min, max));
}
public RandomTradeBuilder setEmeraldPrice(int emeralds)
{
return this.setPrice((random) -> new ItemStack(Items.EMERALD, emeralds));
}
public RandomTradeBuilder setEmeraldPriceFor(int emeralds, Item item, int amt)
{
this.setEmeraldPrice(emeralds);
return this.setForSale((random) -> new ItemStack(item, amt));
}
public RandomTradeBuilder setEmeraldPriceFor(int emeralds, Item item)
{
return this.setEmeraldPriceFor(emeralds, item, 1);
}
public RandomTradeBuilder setEmeraldPrice(int min, int max)
{
return this.setPrice(Items.EMERALD, min, max);
}
public RandomTradeBuilder setEmeraldPriceFor(int min, int max, Item item, int amt)
{
this.setEmeraldPrice(min, max);
return this.setForSale((random) -> new ItemStack(item, amt));
}
public RandomTradeBuilder setEmeraldPriceFor(int min, int max, Item item)
{
return this.setEmeraldPriceFor(min, max, item, 1);
}
public boolean canBuild()
{
return this.price != null && this.forSale != null;
}
public ITrade build()
{
return (entity, random) -> !this.canBuild() ? null : new MerchantOffer(this.price.apply(random), this.price2.apply(random), this.forSale.apply(random), this.maxTrades, this.xp, this.priceMult);
}
public static Function<Random, ItemStack> createFunction(Item item, int min, int max)
{
return (random) -> new ItemStack(item, random.nextInt(max) + min);
}
}
Reflection Fix
private static Method blockStatesInjector;
static
{
try
{
blockStatesInjector = PointOfInterestType.class.getDeclaredMethod("func_221052_a", PointOfInterestType.class);
blockStatesInjector.setAccessible(true);
}
catch (NoSuchMethodException | SecurityException e)
{
e.printStackTrace();
}
}
public static void fixPOITypeBlockStates(PointOfInterestType poiType)
{
try
{
blockStatesInjector.invoke(null, poiType);
}
catch (IllegalAccessException | IllegalArgumentException | InvocationTargetException e)
{
e.printStackTrace();
}
}