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---@diagnostic disable: duplicate-set-field
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if GetResourceState ( 'qs-inventory' ) ~= 'started' then return end
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local quasar = exports [ 'qs-inventory' ]
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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
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---@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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if not quasar : CanCarryItem ( src , item , count ) then return false end
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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 quasar : AddItem ( src , item , count , slot , metadata )
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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
---@param count number
---@param slot number
---@param metadata table
---@return boolean
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Inventory.RemoveItem = function ( src , item , count , slot , metadata )
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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 quasar : 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
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Inventory.AddTrunkItems = function ( identifier , items )
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if type ( items ) ~= "table" then return false end
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return false
--[[
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for k, v in pairs(items) do
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--
In testing this inventory allowed it on owned vehicle but not unowned vehicles,
also attempted registering it as a stash with no luck.
was thinking about just forcing it in sql but there is data attached that I assume is a timestamp
kinda not sure on this one atm...
Also there is no GetInventory(identifier) only by player source
--quasar:AddToTrunk(identifier, v.count, v.metadata, v.item, v.metadata)
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end
return true
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--]]
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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
return false
--[[
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quasar:ClearOtherInventory(_type, id)
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return true
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--]]
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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
Inventory.GetItemInfo = function ( item )
local itemsData = quasar : GetItemList ()
if not itemsData then return {} end
local itemData = itemsData [ item ]
if not itemData then return {} end
return {
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 quasar : GetItemList ()
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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---@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 quasar : GetItemTotalAmount ( src , item )
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end
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---This wil return the players inventory.
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---@param src number
---@return table
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Inventory.GetPlayerInventory = function ( src )
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local playerItems = quasar : GetInventory ( src )
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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}
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---@param src number
---@param slot number
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---@return table
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Inventory.GetItemBySlot = function ( src , slot )
local playerItems = quasar : GetInventory ( src )
for _ , item in pairs ( playerItems ) do
if item.slot == slot then
return {
name = item.name ,
label = item.label ,
weight = item.weight ,
slot = slot ,
count = item.amount ,
metadata = item.info ,
stack = item.unique or false ,
description = item.description
}
end
end
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return {}
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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
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---@param slot number
---@param metadata table
---@return nil
Inventory.SetMetadata = function ( src , item , slot , metadata )
return quasar : SetItemMetadata ( 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
---@return nil
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Inventory.OpenStash = function ( src , _type , id )
_type = _type or "stash"
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local tbl = Inventory.Stashes [ id ]
TriggerEvent ( "inventory:server:OpenInventory" , _type , id , tbl and { maxweight = tbl.weight , slots = tbl.slots })
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TriggerClientEvent ( "inventory:client:SetCurrentStash" , src , 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
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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 )
local count = quasar : GetItemTotalAmount ( src , item )
if not count then return false end
return count > 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
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---@param item string
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---@param count number
---@return boolean
Inventory.CanCarryItem = function ( src , item , count )
return quasar : 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)
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---@param oldplate string
---@param newplate string
---@return boolean
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Inventory.UpdatePlate = function ( oldplate , newplate )
local queries = {
'UPDATE inventory_trunk SET plate = @newplate WHERE plate = @oldplate' ,
'UPDATE inventory_glovebox 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 ( "qs-inventory" , string.format ( "html/images/%s.png" , item ))
local imagePath = file and string.format ( "nui://qs-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 [ 'qs-inventory' ]: OpenInventory ( src , target )
end
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return Inventory