---@diagnostic disable: duplicate-set-field if GetResourceState('codem-inventory') ~= 'started' then return end Inventory = Inventory or {} Inventory.Stashes = Inventory.Stashes or {} local codem = exports['codem-inventory'] ---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 codem: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) TriggerClientEvent("community_bridge:client:inventory:updateInventory", src, {action = "remove", item = item, count = count, slot = slot, metadata = metadata}) return codem:RemoveItem(src, item, count, slot) end ---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 = codem:GetItemList(item) if not itemData then return {} end return { name = itemData.name or "Missing Name", label = itemData.label or "Missing Label", stack = itemData.unique or "false", weight = itemData.weight or "0", description = itemData.description or "none", image = itemData.image or Inventory.GetImagePath(item), } end ---This wil return the players inventory. ---@param src number ---@return table Inventory.GetPlayerInventory = function(src) local identifier = Framework.GetPlayerIdentifier(src) local playerItems = codem:GetInventory(identifier, src) local repackedTable = {} for _, v in pairs(playerItems) do table.insert(repackedTable, { name = v.name, count = v.amount, metadata = v.info, slot = v.slot, }) end return repackedTable end ---Returns the specified slot data as a table. --- ---format {weight, name, metadata, slot, label, count} ---@param src number ---@param slot number ---@return table Inventory.GetItemBySlot = function(src, slot) local slotData = codem:GetItemBySlot(src, slot) if not slotData then return {} end return { name = v.name, label = v.label or v.name, weight = v.weight, slot = v.slot, count = v.amount or v.count, metadata = v.info or v.metadata, stack = v.unique, description = v.description } 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 codem:SetItemMetadata(src, slot, metadata) end ---This will open the specified stash for the src passed. ---@param src number ---@param id number||string ---@param label string ---@param slots number ---@param weight number ---@param owner string ---@param groups table ---@param coords table ---@return nil Inventory.OpenStash = function(src, id) local stash = Inventory.Stashes[id] assert(stash, "Stash not found", id) local label = stash.label local slots = stash.slots local weight = stash.weight TriggerClientEvent('community_bridge:client:codem-inventory:openStash', src, id, { label = label, slots = slots, weight = weight }) 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 Inventory.RegisterStash = function(id, label, slots, weight, owner, groups, coords) if Inventory.Stashes[id] then return true end Inventory.Stashes[id] = { id = id, label = label, slots = slots, weight = weight, owner = owner, groups = groups, coords = coords } return true 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 codem:HasItem(src, item, 1) 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 true 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, print("Unable to update plate for codem-inventory, I do not have access to a copy of this inventory to bridge the feature.") 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) item = Inventory.StripPNG(item) local file = LoadResourceFile("codem-inventory", string.format("html/images/%s.png", item)) local imagePath = file and string.format("nui://codem-inventory/html/images/%s.png", item) return imagePath or "https://avatars.githubusercontent.com/u/47620135" end -- This will open the specified shop for the src passed. ---@param src number ---@param shopTitle string Inventory.OpenShop = function(src, shopTitle) print("Unable to open shop for codem-inventory, I do not have access to a copy of this inventory to bridge the feature.") 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 true, print("Unable to Create Shop for codem-inventory, I do not have access to a copy of this inventory to bridge the feature.") end return Inventory