---@diagnostic disable: duplicate-set-field if GetResourceState('ox_inventory') ~= 'started' then return end if GetResourceState('qs-inventory') == 'started' then return end if GetResourceState('origen_inventory') == 'started' then return end local ox_inventory = exports.ox_inventory local registeredShops = {} Inventory = Inventory or {} Inventory.Stashes = Inventory.Stashes 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 ox_inventory:AddItem(src, item, count, 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 ox_inventory:RemoveItem(src, item, count, metadata, slot) 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) Wait(100) -- Wait for the stash to be registered just in case for _, v in pairs(items) do ox_inventory:AddItem(id, v.item, v.count, v.metadata) end return true end ---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 ox_inventory:ClearInventory(_type..id, nil) if Inventory.Stashes[id] then Inventory.Stashes[id] = nil 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 = ox_inventory:Items(item) if not itemData then return {} end return { name = itemData.name or "Missing Name", label = itemData.label or "Missing Label", stack = itemData.stack or "true", weight = itemData.weight or "0", description = itemData.description or "none", image = string.format("nui://ox_inventory/web/images/%s", itemData.client and itemData.client.image or string.format("%s.png", item)), } end ---This will return the entire items table from the inventory. ---@return table Inventory.Items = function() return ox_inventory: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 ox_inventory:GetItemCount(src, item, metadata, false) end ---This wil return the players inventory. ---@param src number ---@return table Inventory.GetPlayerInventory = function(src) return ox_inventory:GetInventoryItems(src, false) 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) return ox_inventory:GetSlot(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) ox_inventory: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] ox_inventory:forceOpenInventory(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 } ox_inventory:RegisterStash(id, label, slots, weight, owner, groups) 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 ox_inventory:GetItemCount(src, item, nil, false) > 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 ox_inventory: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) ox_inventory:UpdateVehicle(oldplate, newplate) 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("ox_inventory", string.format("web/images/%s.png", item)) local imagePath = file and string.format("nui://ox_inventory/web/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) TriggerClientEvent('ox_inventory:openInventory', src, 'shop', {type = 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) if registeredShops[shopTitle] then return true end registeredShops[shopTitle] = true ox_inventory:RegisterShop(shopTitle, { name = shopTitle, inventory = shopInventory, groups = shopGroups, }) --return Inventory.OpenShop(src, shopTitle) return true end ---UNUSED: ---This will return generic item data from the specified inventory, with the items total count. ---format without metadata { count, stack, name, weight, label } ---fortmat with metadata { count, stack, name, weight, label, metadata } ---@param src number ---@param item string ---@param metadata table ---@return table Inventory.GetItem = function(src, item, metadata) return ox_inventory:GetItem(src, item, metadata, false) end Inventory.OpenPlayerInventory = function(src, target) assert(src, "OpenPlayerInventory: src is required") if not target then target = src end exports.ox_inventory:openInventory('player', target) end return Inventory