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--[[
Get this inventory here https://onestudios.gg/
]] --
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---@diagnostic disable: duplicate-set-field
if GetResourceState ( 'one_inventory' ) == 'missing' then return end
local inv = exports [ 'one_inventory' ]
Inventory = Inventory or {}
Inventory.Stashes = Inventory.Stashes or {}
Inventory.Version = nil
Inventory.ShopData = {}
---@description This will get the name of the in use resource.
---@return string
Inventory.GetResourceName = function ()
return "one_inventory"
end
---@description This will add an item, and return true or false based on success
---@param src number
---@param item string
---@param count number
---@param slot number (optional)
---@param metadata table (optional)
---@return boolean
Inventory.AddItem = function ( src , item , count , slot , metadata )
local success = inv : AddItem ( src , item , count , metadata , slot )
if not success then return false end
TriggerClientEvent ( "community_bridge:client:inventory:updateInventory" , src , { action = "add" , item = item , count = count , slot = slot , metadata = metadata })
return success or false
end
---@description This will remove an item, and return true or false based on success
---@param src number
---@param item string
---@param count number
---@param slot number (optional)
---@param metadata table (optional)
---@return boolean
Inventory.RemoveItem = function ( src , item , count , slot , metadata )
local success = inv : RemoveItem ( src , item , count , metadata , slot )
if not success then return false end
TriggerClientEvent ( "community_bridge:client:inventory:updateInventory" , src , { action = "remove" , item = item , count = count , slot = slot , metadata = metadata })
return success or false
end
---@description This will return a table with the item info, {name, label, stack, weight, description, image}
---@param item string
---@return table
Inventory.GetItemInfo = function ( item )
local itemData = inv : GetItemDefinition ( item )
if not itemData then return {} end
return {
name = itemData.name ,
label = itemData.label ,
stack = itemData.unique ,
weight = itemData.weight ,
description = itemData.description ,
image = Inventory.GetImagePath ( itemData.image or itemData.name )
}
end
---@description This will return the entire items table from the inventory.
---@return table
Inventory.Items = function ()
return inv : GetAllItemDefinitions ()
end
---@description This will return the count of the item in the players inventory, if not found will return 0.
---@param src number
---@param item string
---@param metadata table (optional)
---@return number
Inventory.GetItemCount = function ( src , item , metadata )
return inv : GetItemCount ( src , item , metadata )
end
---@description This wil return the players inventory.
---@param src number
---@return table
Inventory.GetPlayerInventory = function ( src )
return inv : GetInventoryItems ( src )
end
---@description Returns the specified slot data as a table.
---@param src number
---@param slot number
---@return table {weight, name, metadata, slot, label, count}
Inventory.GetItemBySlot = function ( src , slot )
local slotData = inv : GetSlot ( src , slot )
if not slotData then return {} end
return {
name = slotData.name ,
label = slotData.name ,
weight = slotData.weight ,
slot = slotData.slot ,
count = slotData.amount or slotData.count ,
metadata = slotData.info or slotData.metadata ,
stack = slotData.unique ,
description = slotData.description
}
end
---@description This will set the metadata of an item in the inventory.
---@param src number
---@param item string
---@param slot number
---@param metadata table
---@return nil
Inventory.SetMetadata = function ( src , item , slot , metadata )
inv : SetItemMetadata ( src , slot , metadata )
end
---@description This will open the specified stash for the src passed.
---@param src number
---@param _type string "stash", "trunk", "glovebox"
---@param id string
---@return nil
Inventory.OpenStash = function ( src , _type , id )
_type = _type or "stash:"
if _type == "trunk" then
_type = "vehicle:trunk:"
elseif _type == "glovebox" then
_type = "vehicle:glovebox:"
elseif _type ~= "stash" then
_type = "stash:"
end
return inv : OpenInventory ( src , _type , { id = id })
end
---@description This will add items to a stash, and return true or false based on success
---@param id string
---@param items table {item, count, metadata}
---@return boolean
Inventory.AddStashItems = function ( id , items )
if type ( items ) ~= "table" then return false end
local success = false
for _ , item in pairs ( items ) do
success = inv : AddItem ( id , item.item , item.amount or item.count , item.metadata or item.info or {}, nil )
end
return success
end
---@description This will add items to a trunk, and return true or false based on success
---@param identifier string
---@param items table
---@return boolean
Inventory.AddTrunkItems = function ( identifier , items )
if type ( items ) ~= "table" then return false end
local fullTrunkId = "vehicle:trunk:" .. identifier
Wait ( 1000 )
for i = 1 , # items do
inv : AddItem ( fullTrunkId , items [ i ]. name , items [ i ]. amount or items [ i ]. count , items [ i ]. metadata or items [ i ]. info or {}, nil )
end
return true
end
---@description This will clear the specified inventory, will always return true unless a value isnt passed correctly.
---@param id string
---@return boolean
Inventory.ClearStash = function ( id , _type )
if type ( id ) ~= "string" then return false end
if Inventory.Stashes [ id ] then Inventory.Stashes [ id ] = nil end
if _type == "trunk" then
id = "vehicle:trunk:" .. id
elseif _type == "glovebox" then
id = "vehicle:glovebox:" .. id
elseif _type ~= "stash" then
id = "stash:" .. id
end
inv : ClearInventory ( id , false , false )
return true
end
---@description This will return a boolean if the player has the item.
---@param src number
---@param item string
---@param requiredCount number (optional)
---@return boolean
Inventory.HasItem = function ( src , item , requiredCount )
return inv : HasItem ( src , item , requiredCount or 1 , nil )
end
---@description This is to get if there is available space in the inventory, will return boolean.
---@param src number
---@param item string
---@param count number
---@return boolean
Inventory.CanCarryItem = function ( src , item , count )
return inv : CanCarryItem ( src , item , count )
end
---@description This will get the image path for an item, it is an alternate option to GetItemInfo. If a image isnt found will revert to community_bridge logo (useful for menus)
---@param item string
---@return string
Inventory.GetImagePath = function ( item )
item = Inventory.StripPNG ( item )
local file = LoadResourceFile ( "one_inventory" , string.format ( "web/images/%s.png" , item ))
local imagePath = file and string.format ( "nui://one_inventory/web/images/%s.png" , item )
return imagePath or "https://avatars.githubusercontent.com/u/47620135"
end
---@description This will update the plate to the vehicle inside the inventory. (It will also update with jg-mechanic if using it)
---@param oldplate string
---@param newplate string
---@return boolean
Inventory.UpdatePlate = function ( oldplate , newplate )
inv : UpdateVehiclePlate ( oldplate , newplate )
if GetResourceState ( 'jg-mechanic' ) == 'missing' then return true end
return true , exports [ "jg-mechanic" ]: vehiclePlateUpdated ( oldplate , newplate )
end
---@description This will open the specified shop for the src passed.
---@param src number
---@param shopTitle string
Inventory.OpenShop = function ( src , shopTitle )
return inv : OpenInventory ( src , "shop" , shopTitle )
end
---@description This will register a shop, if it already exists it will return true.
---@param shopTitle string
---@param inventory table
---@param shopCoords table
---@param shopGroups table
Inventory.RegisterShop = function ( shopTitle , inventory , shopCoords , shopGroups )
return false , print ( shopTitle .. " is not a valid shop type for one_inventory, please use the shop types defined in the documentation." )
end
---@description This will open a players inventory, used for admin purposes and stuff.
---@param src number
---@param target number
Inventory.OpenPlayerInventory = function ( src , target )
assert ( src , "OpenPlayerInventory: src is required" )
assert ( target , "OpenPlayerInventory: target is required" )
inv : OpenInventory ( src , "player:" , target )
end
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return Inventory