diff --git a/modules/inventory/one_inventory/client.lua b/modules/inventory/one_inventory/client.lua new file mode 100644 index 0000000..ad8452d --- /dev/null +++ b/modules/inventory/one_inventory/client.lua @@ -0,0 +1,66 @@ +---@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 \ No newline at end of file diff --git a/modules/inventory/one_inventory/server.lua b/modules/inventory/one_inventory/server.lua new file mode 100644 index 0000000..b45b9de --- /dev/null +++ b/modules/inventory/one_inventory/server.lua @@ -0,0 +1,241 @@ +---@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 \ No newline at end of file