---@diagnostic disable: duplicate-set-field if GetResourceState('qb-inventory') ~= 'started' then return end local qbInventory = exports['qb-inventory'] Inventory = Inventory or {} Inventory.Stashes = Inventory.Stashes or {} local registeredShops = {} local v1ShopData = {} local function getInventoryNewVersion() if tonumber(string.sub(GetResourceMetadata("qb-inventory", "version", 0), 1, 1)) >= 2 then return true end return false end ---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('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 qbInventory:AddItem(src, item, count, slot, metadata, 'community_bridge') 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('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 qbInventory:RemoveItem(src, item, count, slot, 'community_bridge') end ---This will add items to a trunk, and return true or false based on success ---If a trunk with the identifier does not exist, it will create one with default values. ---@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 local repacked_items = {} local slot = 0 for _, item in pairs(items) do slot = slot + 1 repacked_items[slot] = { name = item.item, amount = item.count, info = item.metadata, type = item.type or "item", slot = slot, } end local newVersion = getInventoryNewVersion() if newVersion then qbInventory:CreateInventory(fullTrunkId, { label = fullTrunkId }) Wait(1000) for i = 1, #repacked_items do local v = repacked_items[i] qbInventory:AddItem(fullTrunkId, v.name, v.amount, v.slot, v.info, "community_bridge, adding items to trunk") end else -- I dont have a copy of this version to test it, if you run into issues please let me know. TriggerEvent("inventory:server:addTrunkItems", fullTrunkId, repacked_items) 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 if _type == "trunk" then id = "trunk-"..id elseif _type == "glovebox" then id = "glovebox-"..id end if qbInventory:GetInventory(id) then qbInventory:ClearStash(id) end 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 = 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 ---This will return the entire items table from the inventory. ---@return table Inventory.Items = function() return Framework.Shared.Items 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 = 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 ---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] if getInventoryNewVersion() then return qbInventory:OpenInventory(src, id) end TriggerClientEvent('community_bridge:client:qb-inventory:openStash', src, id, { weight = tbl.weight, slots = tbl.slots}) 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 qbInventory: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 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 ---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 newVersion = getInventoryNewVersion() if newVersion then 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") return true else 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) end if GetResourceState('jg-mechanic') ~= 'started' then return true end return true, exports["jg-mechanic"]:vehiclePlateUpdated(oldplate, newplate) end ---This will open the specified shop for the src passed. ---@param src number ---@param shopTitle string Inventory.OpenShop = function(src, shopTitle) local newVersion = getInventoryNewVersion() if newVersion then return qbInventory:OpenShop(src, shopTitle) else local shopData = v1ShopData[shopTitle] if not shopData then return false end TriggerClientEvent("inventory:client:OpenInventory", src, "shop", shopTitle, shopData) end 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 not shopTitle or not shopInventory then return end if registeredShops[shopTitle] then return true end registeredShops[shopTitle] = true local newVersion = getInventoryNewVersion() if newVersion then local repackedShopItems = {} for _, v in pairs(shopInventory) do table.insert(repackedShopItems, {name = v.name, price = v.price, amount = v.count or 1000}) end qbInventory:CreateShop({ name = shopTitle, label = shopTitle, coords = shopCoords, items = repackedShopItems, }) return true else local shopData = { label = shopTitle, items = {}, slots = 0 } for _, v in pairs(shopInventory) do table.insert(shopData.items, { name = v.name, price = v.price, amount = v.count or 1000, info = {}, type = 'item' }) end shopData.slots = #shopData.items -- TriggerClientEvent("inventory:client:OpenInventory", src, "shop", shopTitle, shopData) v1ShopData[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 end Inventory.OpenPlayerInventory = function(src, target) assert(src, "OpenPlayerInventory: src is required") if not target then target = src end exports['qb-inventory']:OpenInventory(src, target) end return Inventory