--[[ Get this inventory here https://onestudios.gg/ ]]-- ---@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) 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