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---@diagnostic disable: duplicate-set-field
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if GetResourceState ( 'origen_inventory' ) ~= 'started' then return end
Inventory = Inventory or {}
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Inventory.Stashes = Inventory.Stashes or {}
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local origin = exports.origen_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
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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 origin : AddItem ( src , item , count , metadata , slot , true )
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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
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---@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 )
TriggerClientEvent ( "community_bridge:client:inventory:updateInventory" , src , { action = "remove" , item = item , count = count , slot = slot , metadata = metadata })
return origin : removeItem ( src , item , count , metadata , slot , 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
---@param identifier string
---@param items table
---@return boolean
Inventory.AddTrunkItems = function ( identifier , items )
local id = "trunk_" .. identifier
if type ( items ) ~= "table" then return false end
Inventory.RegisterStash ( id , identifier , 20 , 10000 , nil , nil , nil )
local repack_items = {}
for _ , v in pairs ( items ) do
table.insert ( repack_items , {
name = v.item ,
amount = v.count ,
metadata = v.metadata or {}
})
end
if # repack_items == 0 then return false end
origin : addItems ( id , repack_items )
return true
end
---This will clear the specified inventory, will always return true unless a value isnt passed correctly.
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---@param identifier string
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---@return boolean
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Inventory.ClearStash = function ( identifier , _type )
if type ( identifier ) ~= "string" then return false end
if Inventory.Stashes [ identifier ] then Inventory.Stashes [ identifier ] = nil end
local id = identifier
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if _type == "trunk" then
id = "trunk_" .. id
elseif _type == "glovebox" then
id = "glovebox_" .. id
elseif _type == "stash" then
id = "stash_" .. id
end
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local inv = origin : getInventory ( identifier , _type )
if not inv then return false end
local indexed = inv.inventory
for _ , v in pairs ( indexed ) do
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if v.slot then
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origin : removeItem ( id , v.name , v.amount , nil , v.slot )
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end
end
return true
end
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---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 )
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local itemData = origin : Items ( 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 origin : 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.
---@param src number
---@param item string
---@param metadata table
---@return number
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Inventory.GetItemCount = function ( src , item , metadata )
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return origin : getItemCount ( src , item , metadata , false ) or 0
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end
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---This wil return the players inventory.
---@param src number
---@return table
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Inventory.GetPlayerInventory = function ( src )
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local playerInv = origin : GetInventory ( src )
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local inv = playerInv.inventory or {}
local repack = {}
for _ , v in pairs ( inv ) do
if v.slot then
table.insert ( repack , {
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name = v.name ,
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count = v.amount ,
metadata = v.metadata or {},
slot = v.slot ,
label = v.label or "Unknown"
})
end
end
return repack
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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
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Inventory.GetItemBySlot = function ( src , slot )
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local playerInv = Inventory.GetPlayerInventory ( src )
for _ , v in pairs ( playerInv ) do
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if v.slot == slot then
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return {
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name = v.name ,
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count = v.count ,
weight = v.weight or 0 ,
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metadata = v.metadata ,
slot = v.slot ,
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label = v.label
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}
end
end
return {}
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
Inventory.SetMetadata = function ( src , item , slot , metadata )
origin : setMetadata ( src , slot , metadata )
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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
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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 ]
return origin : OpenInventory ( src , _type , id )
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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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origin : registerStash ( id , label , slots , weight , owner , groups , coords )
return true , id
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end
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---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 origin : getItemCount ( src , item ) > 0
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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 origin : canCarryItem ( src , item , count )
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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
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Inventory.UpdatePlate = function ( oldplate , newplate )
local queries = {
'UPDATE gloveboxitems SET plate = @newplate WHERE plate = @oldplate' ,
'UPDATE trunkitems SET plate = @newplate WHERE plate = @oldplate' ,
}
local values = { newplate = newplate , oldplate = oldplate }
MySQL.transaction . await ( queries , values )
if GetResourceState ( 'jg-mechanic' ) ~= 'started' then return true end
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return true , exports [ "jg-mechanic" ]: vehiclePlateUpdated ( oldplate , newplate )
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
Inventory.GetImagePath = function ( item )
item = Inventory.StripPNG ( item )
local file = LoadResourceFile ( "origin" , string.format ( "html/images/%s.png" , item ))
local imagePath = file and string.format ( "nui://origen_inventory/html/images/%s.png" , item )
return imagePath or "https://avatars.githubusercontent.com/u/47620135"
end
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Inventory.OpenPlayerInventory = function ( src , target )
assert ( src , "OpenPlayerInventory: src is required" )
if not target then
target = src
end
exports.origen_inventory : OpenInventory ( src , "otherplayer" , target )
end
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return Inventory