---@diagnostic disable: duplicate-set-field if GetResourceState('qs-inventory') ~= 'started' then return end local quasar = exports['qs-inventory'] 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) if not quasar:CanCarryItem(src, item, count) then return false end TriggerClientEvent("community_bridge:client:inventory:updateInventory", src, {action = "add", item = item, count = count, slot = slot, metadata = metadata}) return quasar: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 quasar: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) if type(items) ~= "table" then return false end return false --[[ for k, v in pairs(items) do -- In testing this inventory allowed it on owned vehicle but not unowned vehicles, also attempted registering it as a stash with no luck. was thinking about just forcing it in sql but there is data attached that I assume is a timestamp kinda not sure on this one atm... Also there is no GetInventory(identifier) only by player source --quasar:AddToTrunk(identifier, v.count, v.metadata, v.item, 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 if Inventory.Stashes[id] then Inventory.Stashes[id] = nil end return false --[[ quasar:ClearOtherInventory(_type, id) 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 itemsData = quasar:GetItemList() if not itemsData then return {} end local itemData = itemsData[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 quasar:GetItemList() 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 quasar:GetItemTotalAmount(src, item) end ---This wil return the players inventory. ---@param src number ---@return table Inventory.GetPlayerInventory = function(src) local playerItems = quasar:GetInventory(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 playerItems = quasar:GetInventory(src) for _, item in pairs(playerItems) do if item.slot == slot then return { name = item.name, label = item.label, weight = item.weight, slot = slot, count = item.amount, metadata = item.info, stack = item.unique or false, description = item.description } 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) return quasar:SetItemMetadata(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] TriggerEvent("inventory:server:OpenInventory", _type, id, tbl and { maxweight = tbl.weight, slots = tbl.slots }) TriggerClientEvent("inventory:client:SetCurrentStash",src, 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 } 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) local count = quasar:GetItemTotalAmount(src, item) if not count then return false end return count > 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 quasar: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 inventory_trunk SET plate = @newplate WHERE plate = @oldplate', 'UPDATE inventory_glovebox 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("qs-inventory", string.format("html/images/%s.png", item)) local imagePath = file and string.format("nui://qs-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['qs-inventory']:OpenInventory(src, target) end return Inventory