Files
MrNewb e0c6d2f8c7 fix for jg-mechanic is missing
Replace earlier GetResourceState checks in multiple inventory modules so they only return early when the 'jg-mechanic' resource state is 'missing'. This standardizes behavior across modules (jpr, origen, ox, ps, qb, qs, tgiann) and fixes an inverted check in ox_inventory so the exports['jg-mechanic']:vehiclePlateUpdated call runs unless the resource is actually missing.
2026-03-13 12:35:30 -04:00

239 lines
9.3 KiB
Lua

---@diagnostic disable: duplicate-set-field
if GetResourceState('ox_inventory') == 'missing' then return end
if GetResourceState('tgiann-inventory') ~= 'missing' then return end
if GetResourceState('qs-inventory') ~= 'missing' then return end
if GetResourceState('origen_inventory') ~= 'missing' then return end
--check for providers =/
local ox_inventory = exports.ox_inventory
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 "ox_inventory"
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 (optional)
---@param metadata table (optional)
---@return boolean
Inventory.AddItem = function(src, item, count, slot, metadata)
if not ox_inventory:CanCarryItem(src, item, count, metadata) then return false end
local success = ox_inventory:AddItem(src, item, count, 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 (optional)
---@param metadata table (optional)
---@return boolean
Inventory.RemoveItem = function(src, item, count, slot, metadata)
local success = ox_inventory:RemoveItem(src, item, count, metadata, slot)
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 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
---@description This will return the entire items table from the inventory.
---@return table
Inventory.Items = function()
return ox_inventory: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 ox_inventory:GetItemCount(src, item, metadata, false)
end
---@description This wil return the players inventory.
---@param src number
---@return table
Inventory.GetPlayerInventory = function(src)
return ox_inventory:GetInventoryItems(src, false)
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 ox_inventory:GetSlot(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)
ox_inventory:SetMetadata(src, slot, metadata)
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)
id = tostring(id)
-- ox standard doesnt return anything so probably shouldnt return so everything else has the same standard. Id is pointless if its a param already. Yeaaaa probably should change this.
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, coords)
return true, id
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)
_type = _type or "stash"
ox_inventory:forceOpenInventory(src, _type, id)
end
---@description This will add items to a stash, and return true or false based on success
---@param id string
---@param items table {item, count, metadata}
---@return boolean
Inventory.AddStashItems = function(id, items)
if type(items) ~= "table" then return false end
local success = false
for _, v in pairs(items) do
success = ox_inventory:AddItem(id, v.item, v.count or v.amount, v.metadata or v.info or {})
end
return success
end
---@description This will clear the specified inventory, will always return true unless a value isnt passed correctly.
---@param id string
---@param _type string unused with ox_inventory
---@return boolean
Inventory.ClearStash = function(id, _type)
id = tostring(id)
ox_inventory:ClearInventory(id)
if Inventory.Stashes[id] then Inventory.Stashes[id] = nil end
-- ox standard doesnt return anything so probably shouldnt return so everything else has the same standard. Yeaaaa probably should change this.
return true
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 ox_inventory:GetItemCount(src, item, nil, false) >= (requiredCount or 1)
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 ox_inventory:CanCarryItem(src, item, count)
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)
ox_inventory:UpdateVehicle(oldplate, newplate)
-- ox standard doesnt return anything so probably shouldnt return so everything else has the same standard. Yeaaaa probably should change this.
if GetResourceState('jg-mechanic') == 'missing' then return true end
return true, exports["jg-mechanic"]:vehiclePlateUpdated(oldplate, newplate)
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)
local id = "trunk"..identifier
if type(items) ~= "table" then return false end
Inventory.RegisterStash(id, identifier, 20, 10000, nil, nil, nil)
Wait(100)
local success = false
for _, v in pairs(items) do
success = ox_inventory:AddItem(id, v.item, v.count or v.amount, v.metadata or v.info or {})
end
return success
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)
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
---@description 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
---@description This will register a shop, if it already exists it will return true.
---@param shopTitle string
---@param inventory table
---@param shopCoords table
---@param shopGroups table
Inventory.RegisterShop = function(shopTitle, inventory, shopCoords, shopGroups)
ox_inventory:RegisterShop(shopTitle, { name = shopTitle, inventory = inventory, groups = shopGroups, })
-- ox standard doesnt return anything so probably shouldnt return so everything else has the same standard. Yeaaaa probably should change this.
return true
end
---@description This will open a players inventory, used for admin purposes and stuff.
---@param src number
---@param target number
Inventory.OpenPlayerInventory = function(src, target)
assert(src, "OpenPlayerInventory: src is required")
assert(target, "OpenPlayerInventory: target is required")
ox_inventory:forceOpenInventory(src, 'player', target)
end
return Inventory