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---@diagnostic disable: duplicate-set-field
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Inventory = Inventory or {}
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---This will add an item, and return true or false based on success
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---@param src number
---@param item string
---@param count number
---@param slot number
---@param metadata table
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---@return boolean
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Inventory.AddItem = function ( src , item , count , slot , metadata )
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TriggerClientEvent ( "community_bridge:client:inventory:updateInventory" , src , { action = "add" , item = item , count = count , slot = slot , metadata = metadata })
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return Framework.AddItem ( src , item , count , slot , metadata )
end
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---This will remove an item, and return true or false based on success
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---@param src number
---@param item string
---@param count number
---@param slot number
---@param metadata table
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---@return boolean
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Inventory.RemoveItem = function ( src , item , count , slot , metadata )
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item = type ( item ) == "table" and item.name or item
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TriggerClientEvent ( "community_bridge:client:inventory:updateInventory" , src , { action = "remove" , item = item , count = count , slot = slot , metadata = metadata })
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return Framework.RemoveItem ( src , item , count , slot , metadata )
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end
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---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 )
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return false , Prints.Error ( "This Inventory Has Not Been Bridged For A Trunk Feature." )
end
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---This will clear the specified inventory, will return success or failure.
---@param id string
---@return boolean
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Inventory.ClearStash = function ( id , _type )
if type ( id ) ~= "string" then return false end
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if Inventory.Stashes [ id ] then Inventory.Stashes [ id ] = nil end
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return false , Prints.Error ( "This Inventory Has Not Been Bridged For A ClearStash Feature." )
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end
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---This will return a table with the item info,
---example: {name = "coolitem", label = "a cool item name", stack = false, weight = 1000, description = "some item description", image = "coolitem.png"}
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---@param item string
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---@return table
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Inventory.GetItemInfo = function ( item )
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return Framework.GetItemInfo ( item )
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end
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---This will return the entire items table from the inventory.
---@return table
Inventory.Items = function ()
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if not Framework.Shared or not Framework.Shared . Items then
local itemList = Framework.ItemList () or { Items = {} }
return itemList.Items
end
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return Framework.Shared . Items
end
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---This will return the count of the item in the players inventory, if not found will return 0.
---if metadata is passed it will find the matching items count.
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---example: 0
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---@param src number
---@param item string
---@param metadata table
---@return number
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Inventory.GetItemCount = function ( src , item , metadata )
return Framework.GetItemCount ( src , item , metadata )
end
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---This wil return the players inventory.
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---example: {{weight = 10, name = "farts", metadata = {description = "this is a description"}, slot = 1, label = "stinky", count = 1}, {weight = 10, name = "farts", metadata = {description = "this is a description"}, slot = 2, label = "stinky", count = 1}}
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---@param src number
---@return table
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Inventory.GetPlayerInventory = function ( src )
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return Framework.GetPlayerInventory ( src )
end
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---Returns the specified slot data as a table.
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---example {weight = 10, name = "farts", metadata = {description = "this is a description"}, slot = 1, label = "stinky", count = 1}
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---@param src number
---@param slot number
---@return table
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Inventory.GetItemBySlot = function ( src , slot )
return Framework.GetItemBySlot ( src , slot )
end
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---This will set the metadata of an item in the inventory.
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---@param src number
---@param item string
---@param slot number
---@param metadata table
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---@return nil
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Inventory.SetMetadata = function ( src , item , slot , metadata )
return Framework.SetMetadata ( src , item , slot , metadata )
end
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---This will open the specified stash for the src passed.
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---@param src number
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---@param _type string
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---@param id number|string
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---@return nil
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Inventory.OpenStash = function ( src , _type , id )
_type = _type or "stash"
local tbl = Inventory.Stashes [ id ]
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return false , Prints.Error ( "This Inventory Has Not Been Bridged For A Stash Feature." )
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end
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---This will register a stash
---@param id number|string
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---@param label string
---@param slots number
---@param weight number
---@param owner string
---@param groups table
---@param coords table
---@return boolean
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---@return string|number
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Inventory.RegisterStash = function ( id , label , slots , weight , owner , groups , coords )
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if Inventory.Stashes [ id ] then return true , id end
Inventory.Stashes [ id ] = {
id = id ,
label = label ,
slots = slots ,
weight = weight ,
owner = owner ,
groups = groups ,
coords = coords
}
return true , id
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end
---This will return a boolean if the player has the item.
---@param src number
---@param item string
---@return boolean
Inventory.HasItem = function ( src , item )
return Framework.HasItem ( src , item )
end
---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 false , Prints.Error ( "This Inventory Has Not Been Bridged For A CanCarryItem Feature." )
end
---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 )
return false , Prints.Error ( "This Inventory Has Not Been Bridged For A UpdatePlate Feature." )
end
-- This will open the specified shop for the src passed.
---@param src number
---@param shopTitle string
Inventory.OpenShop = function ( src , shopTitle )
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return Bridge.Shops . OpenShop ( src , shopTitle )
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end
-- This will register a shop, if it already exists it will return true.
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---@param shopTitle string
---@param shopInventory table
---@param shopCoords table
---@param shopGroups table
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Inventory.RegisterShop = function ( shopTitle , shopInventory , shopCoords , shopGroups )
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return Bridge.Shops . CreateShop ( shopTitle , shopInventory , shopCoords , shopGroups )
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end
---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)
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---@param item string
---@return string
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Inventory.GetImagePath = function ( item )
return "https://avatars.githubusercontent.com/u/47620135"
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end
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---This will remove the file extension from the item name if present.
---example: "item.png" will become "item"
---@param item string
---@return string
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Inventory.StripPNG = function ( item )
if string.find ( item , ".png" ) then
item = string.gsub ( item , ".png" , "" )
end
return item
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end
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---This will remove the file extension from the item name if present.
---example: "item.webp" will become "item"
---@param item string
---@return string
Inventory.StripWebp = function ( item )
if string.find ( item , ".webp" ) then
item = string.gsub ( item , ".webp" , "" )
end
return item
end
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Inventory.OpenPlayerInventory = function ( src , targetSrc )
return false , Prints.Error ( "OpenPlayerInventory is not implemented in this inventory, because of this we dont have a way to open a players inventory." )
end
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return Inventory