---@diagnostic disable: duplicate-set-field if GetResourceState('qb-inventory') == 'missing' then return end if GetResourceState('ox_inventory') ~= 'missing' then return end if GetResourceState('codem-inventory') ~= 'missing' then return end if GetResourceState('origen_inventory') ~= 'missing' then return end local qbInventory = exports['qb-inventory'] Inventory = Inventory or {} Inventory.Stashes = Inventory.Stashes or {} Inventory.Old = {} Inventory.Version = nil Inventory.ShopData = {} local function getInventoryNewVersion() if tonumber(string.sub(GetResourceMetadata("qb-inventory", "version", 0), 1, 1)) >= 2 then Inventory.Version = true return end Inventory.Version = false end AddEventHandler('onResourceStart', function(resourceName) if resourceName ~= "community_bridge" then return end getInventoryNewVersion() end) ---@description This will get the name of the in use resource. ---@return string Inventory.GetResourceName = function() return "qb-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) if Inventory.Version then if not qbInventory:CanAddItem(src, item, count) then return false end end local success = qbInventory:AddItem(src, item, count, slot, metadata, 'community_bridge') if not success then return false end TriggerClientEvent('qb-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 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 = qbInventory:RemoveItem(src, item, count, slot, 'community_bridge') if not success then return false end TriggerClientEvent('qb-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 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 = Framework.Shared.Items[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 Framework.Shared.Items 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 = qbInventory:GetItemBySlot(src, slot) if not slotData then return {} end return { name = slotData.name, label = slotData.name, weight = slotData.weight, slot = slotData.slot, count = slotData.amount, metadata = slotData.info, stack = slotData.unique, description = slotData.description } 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 not Inventory.Version then return Inventory.Old.OpenStash(src, _type, id) end return qbInventory:OpenInventory(src, 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 if not Inventory.Version then return Inventory.Old.AddStashItems(id, items) end local success = false for _, item in pairs(items) do success = qbInventory:AddItem(id, item.item, item.count or item.amount, nil, item.metadata or item.info, "community_bridge, adding items to stash") 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 = "trunk-"..identifier if not Inventory.Version then return Inventory.Old.AddTrunkItems(fullTrunkId, items) end if not qbInventory:GetInventory(fullTrunkId) then qbInventory:CreateInventory(fullTrunkId, {label = fullTrunkId, slots = 15, maxweight = 10000}) end Wait(1000) for i = 1, #items do qbInventory:AddItem(fullTrunkId, items[i].name, items[i].amount or items[i].count, items[i].slot or nil, items[i].info or items[i].metadata or {}, "community_bridge, adding items to trunk") 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 not Inventory.Version then return Inventory.Old.ClearStash(id, _type) end if _type == "trunk" then id = "trunk-"..id elseif _type == "glovebox" then id = "glovebox-"..id end local inv = qbInventory:GetInventory(id) if not inv then return true end qbInventory:ClearStash(id) 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 qbInventory:HasItem(src, item, requiredCount or 1) 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) if not Inventory.Version then return Inventory.Old.CanCarryItem(src, item, count) end return qbInventory:CanAddItem(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("qb-inventory", string.format("html/images/%s.png", item)) local imagePath = file and string.format("nui://qb-inventory/html/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) if not Inventory.Version then return Inventory.Old.UpdatePlate(oldplate, newplate) end local gloveboxInv = qbInventory:GetInventory('glovebox-'..oldplate) or {slots = 5, maxweight = 10000, items = {}} local storedGloveBox = Bridge.Tables.DeepClone(gloveboxInv, nil, nil) local trunkInv = qbInventory:GetInventory('trunk-'..oldplate) or {slots = 5, maxweight = 10000, items = {}} local storedTrunk = Bridge.Tables.DeepClone(trunkInv, nil, nil) qbInventory:ClearStash('glovebox-'..oldplate) qbInventory:ClearStash('trunk-'..oldplate) qbInventory:CreateInventory('glovebox-'..newplate, {label = 'glovebox-'..newplate, slots = storedGloveBox.slots, maxweight = storedGloveBox.maxweight}) qbInventory:SetInventory('glovebox-'..newplate, storedGloveBox.items, "Community Bridge Moving Items In GloveBox") qbInventory:CreateInventory('trunk-'..newplate, {label = 'trunk-'..newplate, slots = storedTrunk.slots, maxweight = storedTrunk.maxweight}) qbInventory:SetInventory('trunk-'..newplate, storedTrunk.items, "Community Bridge Moving Items In Trunk") 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) if not Inventory.Version then return Inventory.Old.OpenShop(src, shopTitle) end return qbInventory:OpenShop(src, 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) if not shopTitle or not inventory then return end if Inventory.ShopData[shopTitle] then return true end if not Inventory.Version then return Inventory.Old.RegisterShop(shopTitle, inventory, shopCoords, shopGroups) end local repackedShopItems = {} for _, v in pairs(inventory) do table.insert(repackedShopItems, {name = v.name, price = v.price, amount = v.count or v.amount or 1000}) end Inventory.ShopData[shopTitle] = { inventory = repackedShopItems, coords = shopCoords, groups = shopGroups } qbInventory:CreateShop({ name = shopTitle, label = shopTitle, coords = shopCoords, items = repackedShopItems, }) 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") exports['qb-inventory']:OpenInventory(src, target) end Inventory.Old.OpenShop = function(src, shopTitle) local shopData = Inventory.ShopData[shopTitle] if not shopData then return false end TriggerClientEvent("inventory:client:OpenInventory", src, "shop", shopTitle, shopData) end Inventory.Old.RegisterShop = function(shopTitle, inventory, shopCoords, shopGroups) local shopData = { label = shopTitle, items = {}, slots = 0 } for _, v in pairs(inventory) do table.insert(shopData.items, { name = v.name, price = v.price, amount = v.count or v.amount or 1000, info = v.metadata or v.info or {}, type = 'item' }) end shopData.slots = #shopData.items Inventory.ShopData[shopTitle] = shopData print("QB-INVENTORY: You are using an outdated version of qb-inventory, please update to the latest version. Stuff will still work but you are using litterally the most exploitable inventory in fivem.") end Inventory.Old.UpdatePlate = function(oldplate, newplate) local queries = { 'UPDATE inventory_glovebox SET plate = @newplate WHERE plate = @oldplate', 'UPDATE inventory_trunk SET plate = @newplate WHERE plate = @oldplate', } local values = { newplate = newplate, oldplate = oldplate } MySQL.transaction.await(queries, values) if GetResourceState('jg-mechanic') == 'missing' then return true end return true, exports["jg-mechanic"]:vehiclePlateUpdated(oldplate, newplate) end Inventory.Old.OpenStash = function(src, _type, id) local tbl = Inventory.Stashes[id] TriggerClientEvent('community_bridge:client:qb-inventory:openStash', src, id, { weight = tbl.weight or 5000, slots = tbl.slots or 20}) end Inventory.Old.AddTrunkItems = function(fullTrunkId, items) TriggerEvent("inventory:server:addTrunkItems", fullTrunkId, items) return true end Inventory.Old.AddStashItems = function(id, items) return false, print("AddStashItems is not supported with qb-inventory v1") end Inventory.Old.ClearStash = function(id, _type) return false, print("ClearStash is not supported with qb-inventory v1") end Inventory.Old.CanCarryItem = function(src, item, count) local oldQbInventoryConfig = Require('config.lua', 'qb-inventory') local maxInvWeight = oldQbInventoryConfig.MaxWeight or 100000 local maxInvSlots = oldQbInventoryConfig.MaxSlots or 30 local packedWeight = 0 local addedSlots = 1 local stackCheck = Inventory.GetItemInfo(item).stack local playerInv = Framework.GetPlayerInventory(src) if not playerInv then return false end for k, v in pairs(playerInv) do if v.name then local weight = Inventory.GetItemInfo(v.name).weight or 0 count = count + v.count packedWeight = packedWeight + (weight * v.count) end end local slotsUsed = #playerInv if not stackCheck then addedSlots = count end if slotsUsed + addedSlots > maxInvSlots then return false end if packedWeight + (Inventory.GetItemInfo(item).weight or 0) * count > maxInvWeight then return false end return true end return Inventory