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Featured Replies

Posted

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?

  • Author

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?

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.

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.

  • Author

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.

  • Author

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.

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