Files
MrNewb 343af95794 Remove example scripts and update core logic
Deleted all files in the examples directory to clean up unused or test scripts. Updated fxmanifest.lua to enable ox_lib initialization. Improved error handling and entity tracking in utility functions, added prop removal, and made minor localization and code style adjustments throughout the codebase. Significant reword of inventory module, notification module, and framework module. Added support for wasabi_uikit, added support for keep-progressbars,
2025-12-14 16:22:35 -05:00

211 lines
7.5 KiB
Lua

---@diagnostic disable: duplicate-set-field
Inventory = Inventory or {}
Inventory.Stashes = Inventory.Stashes or {}
---@description This will get the name of the in use resource.
---@return string
Inventory.GetResourceName = function()
return "default"
end
---@description 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)
local success = Framework.AddItem(src, item, count, slot, metadata)
if not success then return false end
TriggerClientEvent("community_bridge:client:inventory:updateInventory", src, {action = "add", item = item, count = count, slot = slot, metadata = metadata})
return success
end
---@description 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)
item = type(item) == "table" and item.name or item
local success = Framework.RemoveItem(src, item, count, slot, metadata)
if not success then return false end
TriggerClientEvent("community_bridge:client:inventory:updateInventory", src, {action = "remove", item = item, count = count, slot = slot, metadata = metadata})
return success
end
---@description 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)
return false, print("This Inventory Has Not Been Bridged For A Trunk Feature.")
end
---@description 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 Inventory.Stashes[id] then Inventory.Stashes[id] = nil end
return false, print("This Inventory Has Not Been Bridged For A ClearStash Feature.")
end
---@description This will return a table with the item info, {name, label, stack, weight, description, image}
---@param item string
---@return table
Inventory.GetItemInfo = function(item)
return Framework.GetItemInfo(item)
end
---@description This will return the entire items table from the inventory.
---@return table
Inventory.Items = function()
if not Framework.Shared or not Framework.Shared.Items then
local itemList = Framework.ItemList() or { Items = {} }
return itemList.Items
end
return Framework.Shared.Items
end
---@description This will return the count of the item in the players inventory, if not found will return 0.
---@param src number
---@param item string
---@param metadata table (optional)
---@return number
Inventory.GetItemCount = function(src, item, metadata)
return Framework.GetItemCount(src, item, metadata)
end
---@description This wil return the players inventory.
---@param src number
---@return table
Inventory.GetPlayerInventory = function(src)
return Framework.GetPlayerInventory(src)
end
---@description Returns the specified slot data as a table.
---@param src number
---@param slot number
---@return table {weight, name, metadata, slot, label, count}
Inventory.GetItemBySlot = function(src, slot)
return Framework.GetItemBySlot(src, slot)
end
---@description 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 Framework.SetMetadata(src, item, slot, metadata)
end
---@description This will open the specified stash for the src passed.
---@param src number
---@param _type string "stash", "trunk", "glovebox"
---@param id string
---@return nil
Inventory.OpenStash = function(src, _type, id)
return false, print("This Inventory Has Not Been Bridged For A Stash Feature.")
end
---@description This will register a stash
---@param id number|string
---@param label string
---@param slots number
---@param weight number
---@param owner string (optional)
---@param groups table (optional)
---@param coords table (optional)
---@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
---@description This will return a boolean if the player has the item.
---@param src number
---@param item string
---@param requiredCount number (optional)
---@return boolean
Inventory.HasItem = function(src, item, requiredCount)
return Framework.HasItem(src, item, requiredCount)
end
---@description 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, print("This Inventory Has Not Been Bridged For A CanCarryItem Feature.")
end
---@description 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("This Inventory Has Not Been Bridged For A UpdatePlate Feature.")
end
---@description This will open the specified shop for the src passed.
---@param src number
---@param shopTitle string
Inventory.OpenShop = function(src, shopTitle)
return Bridge.Shops.OpenShop(src, shopTitle)
end
---@description 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 Bridge.Shops.CreateShop(shopTitle, shopInventory, shopCoords, shopGroups)
end
---@description 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)
return "https://avatars.githubusercontent.com/u/47620135"
end
---@description This will remove the file extension from the item name if present.
---example: "item.png" will become "item"
---@param item string
---@return string
Inventory.StripPNG = function(item)
if string.find(item, ".png") then
item = string.gsub(item, ".png", "")
end
return item
end
---@description This will remove the file extension from the item name if present.
---example: "item.webp" will become "item"
---@param item string
---@return string
Inventory.StripWebp = function(item)
if string.find(item, ".webp") then
item = string.gsub(item, ".webp", "")
end
return item
end
---@description Opens another player's inventory for inspection/interaction
---@param src number The source player who is opening the inventory
---@param targetSrc number The target player whose inventory is being opened
---@return boolean
Inventory.OpenPlayerInventory = function(src, targetSrc)
return false, print("OpenPlayerInventory is not implemented in this inventory, because of this we dont have a way to open a players inventory.")
end
return Inventory