Add one_inventory integration (client/server)

Introduce a new one_inventory adapter under modules/inventory/one_inventory, providing client and server bridges to the one_inventory resource. Implements common Inventory functions (GetResourceName, GetItemInfo, Items, HasItem, GetItemCount, GetImagePath, GetPlayerInventory) on the client. On the server adds AddItem, RemoveItem (with client update events), GetItemBySlot, SetMetadata, OpenStash, AddStashItems, AddTrunkItems, ClearStash, CanCarryItem, UpdatePlate, OpenShop, RegisterShop (stub error), and OpenPlayerInventory. Both files early-return if one_inventory is missing and resolve item image paths. This connects community_bridge inventory operations to one_inventory APIs and handles stash/trunk/glovebox ID mapping and metadata handling.
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MrNewb committed 2026-05-30 12:05:21 -04:00
1 parent c06d71e213
commit c78acfd8af
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---@diagnostic disable: duplicate-set-field
if GetResourceState('one_inventory') == 'missing' then return end
local inv = exports['one_inventory']
Inventory = Inventory or {}
---@description This will get the name of the in use resource.
---@return string
Inventory.GetResourceName = function()
return "one_inventory"
end
---@description Return the item info in oxs format, {name, label, stack, weight, description, image}
---@param item string
---@return table
Inventory.GetItemInfo = function(item)
local itemData = inv:GetItemDefinition(item)
if not itemData then return {} end
return {
name = itemData.name,
label = itemData.label,
stack = itemData.unique,
weight = itemData.weight,
description = itemData.description,
image = Inventory.GetImagePath(itemData.image or itemData.name)
}
end
---@description This will return the entire items table from the inventory.
---@return table
Inventory.Items = function()
return inv:GetAllItemDefinitions()
end
---@description Will return boolean if the player has the item.
---@param item string
---@param requiredCount number (optional)
---@return boolean
Inventory.HasItem = function(item, requiredCount)
return inv:HasItem(item, requiredCount or 1)
end
---@description This will return their count of the item in the players inventory, if not found will return 0.
---@param item string
---@return number
Inventory.GetItemCount = function(item)
return inv:GetItemCount(item, nil)
end
---@description This will get the image path for this item, if not found will return placeholder.
---@param item string
---@return string
Inventory.GetImagePath = function(item)
item = Inventory.StripPNG(item)
local file = LoadResourceFile("one_inventory", string.format("web/images/%s.png", item))
local imagePath = file and string.format("nui://one_inventory/web/images/%s.png", item)
return imagePath or "https://avatars.githubusercontent.com/u/47620135"
end
---@description This will return the players inventory in the format of {name, label, count, slot, metadata}
---@return table
Inventory.GetPlayerInventory = function()
return inv:GetInventoryItems()
end
return Inventory
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---@diagnostic disable: duplicate-set-field
if GetResourceState('one_inventory') == 'missing' then return end
local inv = exports['one_inventory']
Inventory = Inventory or {}
Inventory.Stashes = Inventory.Stashes or {}
Inventory.Version = nil
Inventory.ShopData = {}
---@description This will get the name of the in use resource.
---@return string
Inventory.GetResourceName = function()
return "one_inventory"
end
---@description 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 (optional)
---@param metadata table (optional)
---@return boolean
Inventory.AddItem = function(src, item, count, slot, metadata)
local success = inv:AddItem(src, item, count, metadata, slot)
if not success then return false end
TriggerClientEvent("community_bridge:client:inventory:updateInventory", src, {action = "add", item = item, count = count, slot = slot, metadata = metadata})
return success or false
end
---@description 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 (optional)
---@param metadata table (optional)
---@return boolean
Inventory.RemoveItem = function(src, item, count, slot, metadata)
local success = inv:RemoveItem(src, item, count, metadata, slot)
if not success then return false end
TriggerClientEvent("community_bridge:client:inventory:updateInventory", src, {action = "remove", item = item, count = count, slot = slot, metadata = metadata})
return success or false
end
---@description 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 itemData = inv:GetItemDefinition(item)
if not itemData then return {} end
return {
name = itemData.name,
label = itemData.label,
stack = itemData.unique,
weight = itemData.weight,
description = itemData.description,
image = Inventory.GetImagePath(itemData.image or itemData.name)
}
end
---@description This will return the entire items table from the inventory.
---@return table
Inventory.Items = function()
return inv:GetAllItemDefinitions()
end
---@description This will return the count of the item in the players inventory, if not found will return 0.
---@param src number
---@param item string
---@param metadata table (optional)
---@return number
Inventory.GetItemCount = function(src, item, metadata)
return inv:GetItemCount(src, item, metadata)
end
---@description This wil return the players inventory.
---@param src number
---@return table
Inventory.GetPlayerInventory = function(src)
return inv:GetInventoryItems(src)
end
---@description Returns the specified slot data as a table.
---@param src number
---@param slot number
---@return table {weight, name, metadata, slot, label, count}
Inventory.GetItemBySlot = function(src, slot)
local slotData = inv:GetSlot(src, slot)
print("GetItemBySlot".. json.encode(slotData), {indent = true})
if not slotData then return {} end
return {
name = slotData.name,
label = slotData.name,
weight = slotData.weight,
slot = slotData.slot,
count = slotData.amount or slotData.count,
metadata = slotData.info or slotData.metadata,
stack = slotData.unique,
description = slotData.description
}
end
---@description 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)
inv:SetItemMetadata(src, slot, metadata)
end
---@description This will open the specified stash for the src passed.
---@param src number
---@param _type string "stash", "trunk", "glovebox"
---@param id string
---@return nil
Inventory.OpenStash = function(src, _type, id)
_type = _type or "stash:"
if _type == "trunk" then
_type = "vehicle:trunk:"
elseif _type == "glovebox" then
_type = "vehicle:glovebox:"
elseif _type ~= "stash" then
_type = "stash:"
end
return inv:OpenInventory(src, _type, {id = id})
end
---@description This will add items to a stash, and return true or false based on success
---@param id string
---@param items table {item, count, metadata}
---@return boolean
Inventory.AddStashItems = function(id, items)
if type(items) ~= "table" then return false end
local success = false
for _, item in pairs(items) do
success = inv:AddItem(id, item.item, item.amount or item.count, item.metadata or item.info or {}, nil)
end
return success
end
---@description 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)
if type(items) ~= "table" then return false end
local fullTrunkId = "vehicle:trunk:"..identifier
Wait(1000)
for i = 1, #items do
inv:AddItem(fullTrunkId, items[i].name, items[i].amount or items[i].count, items[i].metadata or items[i].info or {}, nil)
end
return true
end
---@description 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
if Inventory.Stashes[id] then Inventory.Stashes[id] = nil end
if _type == "trunk" then
id = "vehicle:trunk:"..id
elseif _type == "glovebox" then
id = "vehicle:glovebox:"..id
elseif _type ~= "stash" then
id = "stash:"..id
end
inv:ClearInventory(id, false, false)
return true
end
---@description This will return a boolean if the player has the item.
---@param src number
---@param item string
---@param requiredCount number (optional)
---@return boolean
Inventory.HasItem = function(src, item, requiredCount)
return inv:HasItem(src, item, requiredCount or 1, nil)
end
---@description 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 inv:CanCarryItem(src, item, count)
end
---@description 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("one_inventory", string.format("web/images/%s.png", item))
local imagePath = file and string.format("nui://one_inventory/web/images/%s.png", item)
return imagePath or "https://avatars.githubusercontent.com/u/47620135"
end
---@description 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)
inv:UpdateVehiclePlate(oldplate, newplate)
if GetResourceState('jg-mechanic') == 'missing' then return true end
return true, exports["jg-mechanic"]:vehiclePlateUpdated(oldplate, newplate)
end
---@description This will open the specified shop for the src passed.
---@param src number
---@param shopTitle string
Inventory.OpenShop = function(src, shopTitle)
return inv:OpenInventory(src, "shop", shopTitle)
end
---@description This will register a shop, if it already exists it will return true.
---@param shopTitle string
---@param inventory table
---@param shopCoords table
---@param shopGroups table
Inventory.RegisterShop = function(shopTitle, inventory, shopCoords, shopGroups)
return false, print(shopTitle.." is not a valid shop type for one_inventory, please use the shop types defined in the documentation.")
end
---@description This will open a players inventory, used for admin purposes and stuff.
---@param src number
---@param target number
Inventory.OpenPlayerInventory = function(src, target)
assert(src, "OpenPlayerInventory: src is required")
assert(target, "OpenPlayerInventory: target is required")
inv:OpenInventory(src, "player:", target)
end
return Inventory