---@diagnostic disable: duplicate-set-field Inventory = Inventory or {} ---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 ---@param metadata table ---@return boolean Inventory.AddItem = function(src, item, count, slot, metadata) TriggerClientEvent("community_bridge:client:inventory:updateInventory", src, {action = "add", item = item, count = count, slot = slot, metadata = metadata}) return Framework.AddItem(src, item, count, slot, metadata) end ---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 ---@param metadata table ---@return boolean Inventory.RemoveItem = function(src, item, count, slot, metadata) item = type(item) == "table" and item.name or item TriggerClientEvent("community_bridge:client:inventory:updateInventory", src, {action = "remove", item = item, count = count, slot = slot, metadata = metadata}) return Framework.RemoveItem(src, item, count, slot, metadata) end ---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) return false, Prints.Error("This Inventory Has Not Been Bridged For A Trunk Feature.") end ---This will clear the specified inventory, will return success or failure. ---@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 return false, Prints.Error("This Inventory Has Not Been Bridged For A ClearStash Feature.") end ---This will return a table with the item info, ---example: {name = "coolitem", label = "a cool item name", stack = false, weight = 1000, description = "some item description", image = "coolitem.png"} ---@param item string ---@return table Inventory.GetItemInfo = function(item) return Framework.GetItemInfo(item) end ---This will return the entire items table from the inventory. ---@return table Inventory.Items = function() if not Framework.Shared or not Framework.Shared.Items then local itemList = Framework.ItemList() or { Items = {} } return itemList.Items end return Framework.Shared.Items end ---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. ---example: 0 ---@param src number ---@param item string ---@param metadata table ---@return number Inventory.GetItemCount = function(src, item, metadata) return Framework.GetItemCount(src, item, metadata) end ---This wil return the players inventory. ---example: {{weight = 10, name = "farts", metadata = {description = "this is a description"}, slot = 1, label = "stinky", count = 1}, {weight = 10, name = "farts", metadata = {description = "this is a description"}, slot = 2, label = "stinky", count = 1}} ---@param src number ---@return table Inventory.GetPlayerInventory = function(src) return Framework.GetPlayerInventory(src) end ---Returns the specified slot data as a table. ---example {weight = 10, name = "farts", metadata = {description = "this is a description"}, slot = 1, label = "stinky", count = 1} ---@param src number ---@param slot number ---@return table Inventory.GetItemBySlot = function(src, slot) return Framework.GetItemBySlot(src, slot) end ---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) return Framework.SetMetadata(src, item, slot, metadata) end ---This will open the specified stash for the src passed. ---@param src number ---@param _type string ---@param id number|string ---@return nil Inventory.OpenStash = function(src, _type, id) _type = _type or "stash" local tbl = Inventory.Stashes[id] return false, Prints.Error("This Inventory Has Not Been Bridged For A Stash Feature.") end ---This will register a stash ---@param id number|string ---@param label string ---@param slots number ---@param weight number ---@param owner string ---@param groups table ---@param coords table ---@return boolean ---@return string|number Inventory.RegisterStash = function(id, label, slots, weight, owner, groups, coords) if Inventory.Stashes[id] then return true, id end Inventory.Stashes[id] = { id = id, label = label, slots = slots, weight = weight, owner = owner, groups = groups, coords = coords } return true, id end ---This will return a boolean if the player has the item. ---@param src number ---@param item string ---@return boolean Inventory.HasItem = function(src, item) return Framework.HasItem(src, item) end ---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 false, Prints.Error("This Inventory Has Not Been Bridged For A CanCarryItem Feature.") end ---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) return false, Prints.Error("This Inventory Has Not Been Bridged For A UpdatePlate Feature.") end -- This will open the specified shop for the src passed. ---@param src number ---@param shopTitle string Inventory.OpenShop = function(src, shopTitle) return Bridge.Shops.OpenShop(src, shopTitle) end -- This will register a shop, if it already exists it will return true. ---@param shopTitle string ---@param shopInventory table ---@param shopCoords table ---@param shopGroups table Inventory.RegisterShop = function(shopTitle, shopInventory, shopCoords, shopGroups) return Bridge.Shops.CreateShop(shopTitle, shopInventory, shopCoords, shopGroups) 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) return "https://avatars.githubusercontent.com/u/47620135" end ---This will remove the file extension from the item name if present. ---example: "item.png" will become "item" ---@param item string ---@return string Inventory.StripPNG = function(item) if string.find(item, ".png") then item = string.gsub(item, ".png", "") end return item end ---This will remove the file extension from the item name if present. ---example: "item.webp" will become "item" ---@param item string ---@return string Inventory.StripWebp = function(item) if string.find(item, ".webp") then item = string.gsub(item, ".webp", "") end return item end Inventory.OpenPlayerInventory = function(src, targetSrc) return false, Prints.Error("OpenPlayerInventory is not implemented in this inventory, because of this we dont have a way to open a players inventory.") end return Inventory