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---@diagnostic disable: duplicate-set-field
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if GetResourceState ( 'ps-inventory' ) ~= 'started' then return end
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local sloth = exports [ 'ps-inventory' ]
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local registeredShops = {}
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Inventory = Inventory or {}
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Inventory.Stashes = Inventory.Stashes or {}
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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
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---@return boolean
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Inventory.AddItem = function ( src , item , count , slot , metadata )
TriggerClientEvent ( 'ps-inventory:client:ItemBox' , src , QBCore.Shared . Items [ item ], 'add' , count )
TriggerClientEvent ( "community_bridge:client:inventory:updateInventory" , src , { action = "add" , item = item , count = count , slot = slot , metadata = metadata })
return sloth : AddItem ( src , item , count , slot , metadata , 'community_bridge' )
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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
---@return boolean
Inventory.RemoveItem = function ( src , item , count , slot , metadata )
TriggerClientEvent ( 'ps-inventory:client:ItemBox' , src , QBCore.Shared . Items [ item ], 'remove' , count )
TriggerClientEvent ( "community_bridge:client:inventory:updateInventory" , src , { action = "remove" , item = item , count = count , slot = slot , metadata = metadata })
return sloth : RemoveItem ( src , item , count , slot , 'community_bridge' )
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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.AddItemsToTrunk = function ( identifier , items )
if type ( items ) ~= "table" then return false end
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return false , print ( "AddItemsToTrunk is not implemented in ps-inventory, because of this we dont have a way to add items to a trunk." )
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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 ps-inventory, because of this we dont have a way to clear a stash." )
end
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---This will return a table with the item info, {name, label, stack, weight, description, image}
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---@param item string
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---@return table
Inventory.GetItemInfo = function ( item )
local itemData = QBCore.Shared . Items [ item ]
if not itemData then return {} end
return {
name = itemData.name or "Missing Name" ,
label = itemData.label or "Missing Label" ,
stack = itemData.stack or "true" ,
weight = itemData.weight or "0" ,
description = itemData.description or "none" ,
image = Inventory.GetImagePath ( 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 ()
return Framework.Shared . Items
end
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---Returns the specified slot data as a table.
---
---format {weight, name, metadata, slot, label, count}
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---@param src number
---@param slot number
---@return table
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Inventory.GetItemBySlot = function ( src , slot )
local slotData = sloth : GetItemBySlot ( src , slot )
if not slotData then return {} end
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return {
name = slotData.name ,
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label = slotData.label or slotData.name ,
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weight = slotData.weight ,
slot = slot ,
count = slotData.amount ,
metadata = slotData.info ,
stack = slotData.unique ,
description = slotData.description
}
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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
Inventory.SetMetadata = function ( src , item , slot , metadata )
local itemData = Inventory.GetItemBySlot ( src , slot )
if not itemData then return end
if itemData.count > 1 then return print ( "Items with more than 1 count cannot be set with metadata plase adjust item to unique in the qb shared item name : " .. item ) end
Inventory.RemoveItem ( src , item , 1 , slot )
return Inventory.AddItem ( src , item , 1 , slot , metadata )
end
---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:ps-inventory:openStash' , src , id , { label = tbl.label , maxweight = tbl.weight , slots = tbl.slots , })
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end
---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
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---@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
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---This will return a boolean if the player has the item.
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---@param src number
---@param item string
---@return boolean
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Inventory.HasItem = function ( src , item )
return sloth : HasItem ( src , item , 1 )
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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 true
end
---This will update the plate to the vehicle inside the inventory. (It will also update with jg-mechanic if using it)
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---@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 )
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end
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---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 ( "ps-inventory" , string.format ( "html/images/%s.png" , item ))
local imagePath = file and string.format ( "nui://ps-inventory/html/images/%s.png" , item )
return imagePath or "https://avatars.githubusercontent.com/u/47620135"
end
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-- This will open the specified shop for the src passed.
---@param src number
---@param shopTitle string
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Inventory.OpenShop = function ( src , shopTitle )
return sloth : OpenShop ( src , shopTitle )
end
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-- 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 ( src , shopTitle , shopInventory , shopCoords , shopGroups )
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if not shopTitle or not shopInventory or not shopCoords then return end
if registeredShops [ shopTitle ] then return true end
local repackItems = {}
local repackedShopItems = { name = shopTitle , label = shopTitle , coords = shopCoords , items = repackItems , slots = # shopInventory , }
for k , v in pairs ( shopInventory ) do
table.insert ( repackItems , { name = v.name , price = v.price or 1000 , amount = v.count or 1 , slot = k })
end
sloth : CreateShop ( repackedShopItems )
registeredShops [ shopTitle ] = true
return true
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end
return Inventory