this -- "nui://inventory_images/html/images/%s.png" Is not the path, it its instead nui://inventory_images/images/%s.png" Also strip webp function added. And indexing itemdata was required.
211 lines
7.2 KiB
Lua
211 lines
7.2 KiB
Lua
---@diagnostic disable: duplicate-set-field
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Inventory = Inventory or {}
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---This will add an item, and return true or false based on success
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---@param src number
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---@param item string
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---@param count number
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---@param slot number
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---@param metadata table
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---@return boolean
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Inventory.AddItem = function(src, item, count, slot, metadata)
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TriggerClientEvent("community_bridge:client:inventory:updateInventory", src, {action = "add", item = item, count = count, slot = slot, metadata = metadata})
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return Framework.AddItem(src, item, count, slot, metadata)
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end
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---This will remove an item, and return true or false based on success
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---@param src number
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---@param item string
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---@param count number
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---@param slot number
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---@param metadata table
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---@return boolean
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Inventory.RemoveItem = function(src, item, count, slot, metadata)
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item = type(item) == "table" and item.name or item
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TriggerClientEvent("community_bridge:client:inventory:updateInventory", src, {action = "remove", item = item, count = count, slot = slot, metadata = metadata})
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return Framework.RemoveItem(src, item, count, slot, metadata)
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end
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---This will add items to a trunk, and return true or false based on success
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---@param identifier string
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---@param items table
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---@return boolean
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Inventory.AddTrunkItems = function(identifier, items)
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return false, Prints.Error("This Inventory Has Not Been Bridged For A Trunk Feature.")
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end
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---This will clear the specified inventory, will return success or failure.
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---@param id string
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---@return boolean
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Inventory.ClearStash = function(id, _type)
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if type(id) ~= "string" then return false end
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if Inventory.Stashes[id] then Inventory.Stashes[id] = nil end
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return false, Prints.Error("This Inventory Has Not Been Bridged For A ClearStash Feature.")
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end
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---This will return a table with the item info,
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---example: {name = "coolitem", label = "a cool item name", stack = false, weight = 1000, description = "some item description", image = "coolitem.png"}
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---@param item string
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---@return table
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Inventory.GetItemInfo = function(item)
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return Framework.GetItemInfo(item)
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end
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---This will return the entire items table from the inventory.
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---@return table
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Inventory.Items = function()
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if not Framework.Shared or not Framework.Shared.Items then
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local itemList = Framework.ItemList() or { Items = {} }
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return itemList.Items
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end
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return Framework.Shared.Items
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end
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---This will return the count of the item in the players inventory, if not found will return 0.
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---if metadata is passed it will find the matching items count.
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---example: 0
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---@param src number
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---@param item string
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---@param metadata table
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---@return number
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Inventory.GetItemCount = function(src, item, metadata)
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return Framework.GetItemCount(src, item, metadata)
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end
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---This wil return the players inventory.
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---example: {{weight = 10, name = "farts", metadata = {description = "this is a description"}, slot = 1, label = "stinky", count = 1}, {weight = 10, name = "farts", metadata = {description = "this is a description"}, slot = 2, label = "stinky", count = 1}}
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---@param src number
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---@return table
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Inventory.GetPlayerInventory = function(src)
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return Framework.GetPlayerInventory(src)
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end
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---Returns the specified slot data as a table.
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---example {weight = 10, name = "farts", metadata = {description = "this is a description"}, slot = 1, label = "stinky", count = 1}
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---@param src number
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---@param slot number
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---@return table
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Inventory.GetItemBySlot = function(src, slot)
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return Framework.GetItemBySlot(src, slot)
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end
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---This will set the metadata of an item in the inventory.
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---@param src number
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---@param item string
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---@param slot number
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---@param metadata table
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---@return nil
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Inventory.SetMetadata = function(src, item, slot, metadata)
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return Framework.SetMetadata(src, item, slot, metadata)
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end
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---This will open the specified stash for the src passed.
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---@param src number
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---@param _type string
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---@param id number|string
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---@return nil
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Inventory.OpenStash = function(src, _type, id)
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_type = _type or "stash"
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local tbl = Inventory.Stashes[id]
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return false, Prints.Error("This Inventory Has Not Been Bridged For A Stash Feature.")
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end
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---This will register a stash
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---@param id number|string
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---@param label string
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---@param slots number
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---@param weight number
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---@param owner string
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---@param groups table
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---@param coords table
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---@return boolean
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---@return string|number
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Inventory.RegisterStash = function(id, label, slots, weight, owner, groups, coords)
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if Inventory.Stashes[id] then return true, id end
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Inventory.Stashes[id] = {
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id = id,
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label = label,
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slots = slots,
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weight = weight,
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owner = owner,
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groups = groups,
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coords = coords
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}
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return true, id
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end
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---This will return a boolean if the player has the item.
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---@param src number
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---@param item string
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---@return boolean
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Inventory.HasItem = function(src, item)
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return Framework.HasItem(src, item)
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end
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---This is to get if there is available space in the inventory, will return boolean.
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---@param src number
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---@param item string
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---@param count number
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---@return boolean
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Inventory.CanCarryItem = function(src, item, count)
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return false, Prints.Error("This Inventory Has Not Been Bridged For A CanCarryItem Feature.")
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end
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---This will update the plate to the vehicle inside the inventory. (It will also update with jg-mechanic if using it)
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---@param oldplate string
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---@param newplate string
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---@return boolean
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Inventory.UpdatePlate = function(oldplate, newplate)
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return false, Prints.Error("This Inventory Has Not Been Bridged For A UpdatePlate Feature.")
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end
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-- This will open the specified shop for the src passed.
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---@param src number
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---@param shopTitle string
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Inventory.OpenShop = function(src, shopTitle)
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return Bridge.Shops.OpenShop(src, shopTitle)
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end
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-- This will register a shop, if it already exists it will return true.
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---@param shopTitle string
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---@param shopInventory table
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---@param shopCoords table
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---@param shopGroups table
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Inventory.RegisterShop = function(shopTitle, shopInventory, shopCoords, shopGroups)
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return Bridge.Shops.CreateShop(shopTitle, shopInventory, shopCoords, shopGroups)
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end
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---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)
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---@param item string
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---@return string
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Inventory.GetImagePath = function(item)
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return "https://avatars.githubusercontent.com/u/47620135"
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end
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---This will remove the file extension from the item name if present.
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---example: "item.png" will become "item"
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---@param item string
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---@return string
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Inventory.StripPNG = function(item)
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if string.find(item, ".png") then
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item = string.gsub(item, ".png", "")
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end
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return item
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end
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---This will remove the file extension from the item name if present.
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---example: "item.webp" will become "item"
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---@param item string
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---@return string
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Inventory.StripWebp = function(item)
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if string.find(item, ".webp") then
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item = string.gsub(item, ".webp", "")
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end
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return item
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end
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Inventory.OpenPlayerInventory = function(src, targetSrc)
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return false, Prints.Error("OpenPlayerInventory is not implemented in this inventory, because of this we dont have a way to open a players inventory.")
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end
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return Inventory |