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---@diagnostic disable: duplicate-set-field
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if GetResourceState ( 'codem-inventory' ) ~= 'started' then return end
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Inventory = Inventory or {}
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Inventory.Stashes = Inventory.Stashes or {}
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local codem = exports [ 'codem-inventory' ]
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---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
---@param metadata table
---@return boolean
Inventory.AddItem = function ( src , item , count , slot , metadata )
TriggerClientEvent ( "community_bridge:client:inventory:updateInventory" , src , { action = "add" , item = item , count = count , slot = slot , metadata = metadata })
return codem : AddItem ( src , item , count , slot , metadata )
end
---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
---@param metadata table
---@return boolean
Inventory.RemoveItem = function ( src , item , count , slot , metadata )
TriggerClientEvent ( "community_bridge:client:inventory:updateInventory" , src , { action = "remove" , item = item , count = count , slot = slot , metadata = metadata })
return codem : RemoveItem ( src , item , count , slot )
end
---This will return a table with the item info, {name, label, stack, weight, description, image}
---@param item string
---@return table
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Inventory.GetItemInfo = function ( item )
local itemData = codem : GetItemList ( item )
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if not itemData then return {} end
return {
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name = itemData.name or "Missing Name" ,
label = itemData.label or "Missing Label" ,
stack = itemData.unique or "false" ,
weight = itemData.weight or "0" ,
description = itemData.description or "none" ,
image = itemData.image or Inventory.GetImagePath ( item ),
}
end
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---This will return the entire items table from the inventory.
---@return table
Inventory.Items = function ()
return codem : GetItemList ()
end
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---This wil return the players inventory.
---@param src number
---@return table
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Inventory.GetPlayerInventory = function ( src )
local identifier = Framework.GetPlayerIdentifier ( src )
local playerItems = codem : GetInventory ( identifier , src )
local repackedTable = {}
for _ , v in pairs ( playerItems ) do
table.insert ( repackedTable , {
name = v.name ,
count = v.amount ,
metadata = v.info ,
slot = v.slot ,
})
end
return repackedTable
end
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---Returns the specified slot data as a table.
---format {weight, name, metadata, slot, label, count}
---@param src number
---@param slot number
---@return table
Inventory.GetItemBySlot = function ( src , slot )
local slotData = codem : GetItemBySlot ( src , slot )
if not slotData then return {} end
return {
name = v.name ,
label = v.label or v.name ,
weight = v.weight ,
slot = v.slot ,
count = v.amount or v.count ,
metadata = v.info or v.metadata ,
stack = v.unique ,
description = v.description
}
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end
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---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
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Inventory.SetMetadata = function ( src , item , slot , metadata )
return codem : SetItemMetadata ( src , slot , metadata )
end
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---This will open the specified stash for the src passed.
---@param src number
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---@param _type string
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---@param id number||string
---@return nil
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Inventory.OpenStash = function ( src , _type , id )
_type = _type or "stash"
local tbl = Inventory.Stashes [ id ]
TriggerClientEvent ( 'community_bridge:client:codem-inventory:openStash' , src , id , { label = tbl.label , slots = tbl.slots , weight = tbl.weight })
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end
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---This will register a stash
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---@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
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Inventory.Stashes [ id ] = {
id = id ,
label = label ,
slots = slots ,
weight = weight ,
owner = owner ,
groups = groups ,
coords = coords
}
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return true , id
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end
---This will return a boolean if the player has the item.
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---@param src number
---@param item string
---@return boolean
Inventory.HasItem = function ( src , item )
return codem : HasItem ( src , item , 1 )
end
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---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 true
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end
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---This will add items to a trunk, and return true or false based on success
---If a trunk with the identifier does not exist, it will create one with default values.
---@param identifier string
---@param items table
---@return boolean
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Inventory.AddTrunkItems = function ( identifier , items )
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if type ( items ) ~= "table" then return false end
return false , print ( "AddItemsToTrunk is not implemented in codem-inventory, because of this we dont have a way to add items to a trunk." )
end
---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
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if Inventory.Stashes [ id ] then Inventory.Stashes [ id ] = nil end
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return false , print ( "ClearInventory is not implemented in codem-inventory, because of this we dont have a way to clear a stash." )
end
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---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 , print ( "Unable to update plate for codem-inventory, I do not have access to a copy of this inventory to bridge the feature." )
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)
---@param item string
---@return string
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Inventory.GetImagePath = function ( item )
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item = Inventory.StripPNG ( item )
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local file = LoadResourceFile ( "codem-inventory" , string.format ( "html/images/%s.png" , item ))
local imagePath = file and string.format ( "nui://codem-inventory/html/images/%s.png" , item )
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return imagePath or "https://avatars.githubusercontent.com/u/47620135"
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end
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Inventory.OpenPlayerInventory = function ( src , target )
assert ( src , "OpenPlayerInventory: src is required" )
if not target then
target = src
end
exports [ 'codem-inventory' ]: OpenInventory ( src , target )
end
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return Inventory