Files
community_bridge/modules/inventory/codem-inventory/server.lua
T
gononono64 0d606bc859 Entity fix and stash update
Slimed OpenStash down to just an src and id instead of needing duplicate data.

Was not sure if this affects newb so im throwing it in a pr.
2025-05-19 07:20:23 -05:00

193 lines
6.3 KiB
Lua

---@diagnostic disable: duplicate-set-field
if GetResourceState('codem-inventory') ~= 'started' then return end
Inventory = Inventory or {}
Inventory.Stashes = Inventory.Stashes or {}
local codem = exports['codem-inventory']
---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 codem: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 codem:RemoveItem(src, item, count, slot)
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 = codem:GetItemList(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 wil return the players inventory.
---@param src number
---@return table
Inventory.GetPlayerInventory = function(src)
local identifier = Framework.GetPlayerIdentifier(src)
local playerItems = codem:GetInventory(identifier, 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 slotData = codem:GetItemBySlot(src, slot)
if not slotData then return {} end
return {
name = v.name,
label = v.label or v.name,
weight = v.weight,
slot = v.slot,
count = v.amount or v.count,
metadata = v.info or v.metadata,
stack = v.unique,
description = v.description
}
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 codem:SetItemMetadata(src, slot, metadata)
end
---This will open the specified stash for the src passed.
---@param src number
---@param id number||string
---@param label string
---@param slots number
---@param weight number
---@param owner string
---@param groups table
---@param coords table
---@return nil
Inventory.OpenStash = function(src, id)
local stash = Inventory.Stashes[id]
assert(stash, "Stash not found", id)
local label = stash.label
local slots = stash.slots
local weight = stash.weight
TriggerClientEvent('community_bridge:client:codem-inventory:openStash', src, id, { label = label, slots = slots, weight = weight })
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
Inventory.RegisterStash = function(id, label, slots, weight, owner, groups, coords)
if Inventory.Stashes[id] then return true end
Inventory.Stashes[id] = {
id = id,
label = label,
slots = slots,
weight = weight,
owner = owner,
groups = groups,
coords = coords
}
return true
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 codem: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 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("Unable to update plate for codem-inventory, I do not have access to a copy of this inventory to bridge the feature.")
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("codem-inventory", string.format("html/images/%s.png", item))
local imagePath = file and string.format("nui://codem-inventory/html/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)
print("Unable to open shop for codem-inventory, I do not have access to a copy of this inventory to bridge the feature.")
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.CreateShop = function(shopTitle, shopInventory, shopCoords, shopGroups)
return true, print("Unable to Create Shop for codem-inventory, I do not have access to a copy of this inventory to bridge the feature.")
end
return Inventory