Aulig Posted May 23, 2016 Share Posted May 23, 2016 Hello, after a conversation with diesieben07 (http://www.minecraftforge.net/forum/index.php/topic,39068.0.html) we noticed that its kind of difficult to get the current villager trade. I want it to work even if the player hasnt put in any items, so ContainerMerchant#getMerchantInventory().getCurrentRecipe() wont work. Maybe its possible to use the MerchantRecipeList or InventoryMerchant#currentRecipeIndex. It just crossed my mind that maybe the GuiMerchant class holds useful information. Slightly modified code: //The integer value corresponding to the currently selected merchant recipe. private int selectedMerchantRecipe; MerchantRecipe merchantrecipe = (MerchantRecipe)merchantrecipelist.get(selectedMerchantRecipe); Could this be used? Quote Link to comment Share on other sites More sharing options...
Aulig Posted May 23, 2016 Author Share Posted May 23, 2016 Hello, after a conversation with diesieben07 (http://www.minecraftforge.net/forum/index.php/topic,39068.0.html) we noticed that its kind of difficult to get the current villager trade. I want it to work even if the player hasnt put in any items, so ContainerMerchant#getMerchantInventory().getCurrentRecipe() wont work. Maybe its possible to use the MerchantRecipeList or InventoryMerchant#currentRecipeIndex. It just crossed my mind that maybe the GuiMerchant class holds useful information. Slightly modified code: //The integer value corresponding to the currently selected merchant recipe. private int selectedMerchantRecipe; MerchantRecipe merchantrecipe = (MerchantRecipe)merchantrecipelist.get(selectedMerchantRecipe); Could this be used? Quote Link to comment Share on other sites More sharing options...
NotoriusAnimeDude Posted May 24, 2016 Share Posted May 24, 2016 I am just going to give you a warning that I'm a complete beginner when it comes to modding but I've dug into minecraft code a lot and I did find kind of a hacky solution that I was hoping you could test. Here's the code and I'll explain below: import org.lwjgl.input.Keyboard; import org.lwjgl.input.Mouse; import net.minecraft.entity.passive.EntityVillager; import net.minecraftforge.client.event.GuiScreenEvent.ActionPerformedEvent; import net.minecraftforge.client.event.GuiScreenEvent.KeyboardInputEvent; import net.minecraftforge.event.entity.player.PlayerInteractEvent.EntityInteract; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; public class TestClass { public static boolean guiOpened; public static int selectedMerchantRecipe; private int totalRecipes; @SubscribeEvent public void getEvent(EntityInteract e) { if(e != null && e.getTarget() instanceof EntityVillager) { EntityVillager interactedWith = (EntityVillager)e.getTarget(); totalRecipes = interactedWith.getRecipes(e.getEntityPlayer()).size(); guiOpened = true; //We know that the gui is open because the player interacted with a villager System.out.println("Merchant GUI Opened!" ); } } @SubscribeEvent public void buttonClicked(ActionPerformedEvent.Pre e) { final int nextButtonID = 1; //Button IDs from GuiMerchant class final int prevButtonID = 2; if(guiOpened) { if(e.getButton() != null && e.getButton().id == nextButtonID) { ++selectedMerchantRecipe; if(selectedMerchantRecipe >= totalRecipes) selectedMerchantRecipe = totalRecipes - 1; System.out.println(selectedMerchantRecipe); } else if(e.getButton() != null && e.getButton().id == prevButtonID) { --selectedMerchantRecipe; if(selectedMerchantRecipe < 0) selectedMerchantRecipe = 0; System.out.println(selectedMerchantRecipe); } } } @SubscribeEvent public void keyboardButtonPushed(KeyboardInputEvent.Pre e) { if(Keyboard.getEventKey() == 1 && guiOpened) //if escape is pushed guiOpened = false; } } Basically what I did was that I hooked up into three events EntityInteract, ActionPeformedEvent.Pre and KeyboardInputEvent.Pre. When the EntityInteract event fires with a villager, we know for sure that the gui is now open for the player. ActionPerformedEvent and KeyboardInputEvent are generic GUI events that fire whenever a mouse or a keyboard is used in a GUI. Combine that with the guiOpened boolean variable and restricting the mouse event to buttons only, you get yourself a simulated GuiMerchant class with a selectedMerchentRecipe variable. If you're going to use this class, don't forget to do MinecraftForge.EVENT_BUS.register(new TestClass()); in your init method. Quote Link to comment Share on other sites More sharing options...
NotoriusAnimeDude Posted May 24, 2016 Share Posted May 24, 2016 I am just going to give you a warning that I'm a complete beginner when it comes to modding but I've dug into minecraft code a lot and I did find kind of a hacky solution that I was hoping you could test. Here's the code and I'll explain below: import org.lwjgl.input.Keyboard; import org.lwjgl.input.Mouse; import net.minecraft.entity.passive.EntityVillager; import net.minecraftforge.client.event.GuiScreenEvent.ActionPerformedEvent; import net.minecraftforge.client.event.GuiScreenEvent.KeyboardInputEvent; import net.minecraftforge.event.entity.player.PlayerInteractEvent.EntityInteract; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; public class TestClass { public static boolean guiOpened; public static int selectedMerchantRecipe; private int totalRecipes; @SubscribeEvent public void getEvent(EntityInteract e) { if(e != null && e.getTarget() instanceof EntityVillager) { EntityVillager interactedWith = (EntityVillager)e.getTarget(); totalRecipes = interactedWith.getRecipes(e.getEntityPlayer()).size(); guiOpened = true; //We know that the gui is open because the player interacted with a villager System.out.println("Merchant GUI Opened!" ); } } @SubscribeEvent public void buttonClicked(ActionPerformedEvent.Pre e) { final int nextButtonID = 1; //Button IDs from GuiMerchant class final int prevButtonID = 2; if(guiOpened) { if(e.getButton() != null && e.getButton().id == nextButtonID) { ++selectedMerchantRecipe; if(selectedMerchantRecipe >= totalRecipes) selectedMerchantRecipe = totalRecipes - 1; System.out.println(selectedMerchantRecipe); } else if(e.getButton() != null && e.getButton().id == prevButtonID) { --selectedMerchantRecipe; if(selectedMerchantRecipe < 0) selectedMerchantRecipe = 0; System.out.println(selectedMerchantRecipe); } } } @SubscribeEvent public void keyboardButtonPushed(KeyboardInputEvent.Pre e) { if(Keyboard.getEventKey() == 1 && guiOpened) //if escape is pushed guiOpened = false; } } Basically what I did was that I hooked up into three events EntityInteract, ActionPeformedEvent.Pre and KeyboardInputEvent.Pre. When the EntityInteract event fires with a villager, we know for sure that the gui is now open for the player. ActionPerformedEvent and KeyboardInputEvent are generic GUI events that fire whenever a mouse or a keyboard is used in a GUI. Combine that with the guiOpened boolean variable and restricting the mouse event to buttons only, you get yourself a simulated GuiMerchant class with a selectedMerchentRecipe variable. If you're going to use this class, don't forget to do MinecraftForge.EVENT_BUS.register(new TestClass()); in your init method. Quote Link to comment Share on other sites More sharing options...
Aulig Posted May 24, 2016 Author Share Posted May 24, 2016 Thanks a ton! Your code is great except for a few minor issues, eg it isnt e.getButton() but e.button. Also the detection if the gui was closed didnt work so i replaced it with a few if clauses and Keyboard.isKeyDown(18) and Keyboard.isKeyDown(1). (18 is "e" and 1 is escape) Wasnt that big of a deal though, just wanted to let you know in case it helps you. Quote Link to comment Share on other sites More sharing options...
Aulig Posted May 24, 2016 Author Share Posted May 24, 2016 Thanks a ton! Your code is great except for a few minor issues, eg it isnt e.getButton() but e.button. Also the detection if the gui was closed didnt work so i replaced it with a few if clauses and Keyboard.isKeyDown(18) and Keyboard.isKeyDown(1). (18 is "e" and 1 is escape) Wasnt that big of a deal though, just wanted to let you know in case it helps you. Quote Link to comment Share on other sites More sharing options...
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