---@diagnostic disable: duplicate-set-field if GetResourceState('origen_inventory') ~= 'started' then return end Inventory = Inventory or {} Inventory.Stashes = Inventory.Stashes or {} local origin = exports.origen_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 origin:AddItem(src, item, count, metadata, slot, true) 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 origin:removeItem(src, item, count, metadata, slot, true) 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) local id = "trunk_"..identifier if type(items) ~= "table" then return false end Inventory.RegisterStash(id, identifier, 20, 10000, nil, nil, nil) local repack_items = {} for _, v in pairs(items) do table.insert(repack_items, { name = v.item, amount = v.count, metadata = v.metadata or {} }) end if #repack_items == 0 then return false end origin:addItems(id, repack_items) return true end ---This will clear the specified inventory, will always return true unless a value isnt passed correctly. ---@param identifier string ---@return boolean Inventory.ClearStash = function(identifier, _type) if type(identifier) ~= "string" then return false end if Inventory.Stashes[identifier] then Inventory.Stashes[identifier] = nil end local id = identifier if _type == "trunk" then id = "trunk_"..id elseif _type == "glovebox" then id = "glovebox_"..id elseif _type == "stash" then id = "stash_"..id end local inv = origin:getInventory(identifier, _type) if not inv then return false end local indexed = inv.inventory for _, v in pairs(indexed) do if v.slot then origin:removeItem(id, v.name, v.amount, nil, v.slot) end end return true 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 = origin:Items(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 will return the entire items table from the inventory. ---@return table Inventory.Items = function() return origin: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. ---@param src number ---@param item string ---@param metadata table ---@return number Inventory.GetItemCount = function(src, item, metadata) return origin:getItemCount(src, item, metadata, false) or 0 end ---This wil return the players inventory. ---@param src number ---@return table Inventory.GetPlayerInventory = function(src) local playerInv = origin:GetInventory(src) local inv = playerInv.inventory or {} local repack = {} for _, v in pairs(inv) do if v.slot then table.insert(repack, { name = v.name, count = v.amount, metadata = v.metadata or {}, slot = v.slot, label = v.label or "Unknown" }) end end return repack 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 playerInv = Inventory.GetPlayerInventory(src) for _, v in pairs(playerInv) do if v.slot == slot then return { name = v.name, count = v.count, weight = v.weight or 0, metadata = v.metadata, slot = v.slot, label = v.label } end end return {} 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) origin:setMetadata(src, 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 origin:OpenInventory(src, _type, id) 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 } origin:registerStash(id, label, slots, weight, owner, groups, 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 origin:getItemCount(src , item) > 0 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 origin:canCarryItem(src, item, count) 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) local queries = { 'UPDATE gloveboxitems SET plate = @newplate WHERE plate = @oldplate', 'UPDATE trunkitems SET plate = @newplate WHERE plate = @oldplate', } local values = { newplate = newplate, oldplate = oldplate } MySQL.transaction.await(queries, values) if GetResourceState('jg-mechanic') ~= 'started' then return true end return true, exports["jg-mechanic"]:vehiclePlateUpdated(oldplate, newplate) 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("origin", string.format("html/images/%s.png", item)) local imagePath = file and string.format("nui://origen_inventory/html/images/%s.png", item) return imagePath or "https://avatars.githubusercontent.com/u/47620135" end Inventory.OpenPlayerInventory = function(src, target) assert(src, "OpenPlayerInventory: src is required") if not target then target = src end exports.origen_inventory:OpenInventory(src, "otherplayer", target) end return Inventory