247 lines
8.3 KiB
Lua
247 lines
8.3 KiB
Lua
--[[
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Get this inventory here https://onestudios.gg/
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]]--
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---@diagnostic disable: duplicate-set-field
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if GetResourceState('one_inventory') == 'missing' then return end
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local inv = exports['one_inventory']
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Inventory = Inventory or {}
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Inventory.Stashes = Inventory.Stashes or {}
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Inventory.Version = nil
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Inventory.ShopData = {}
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---@description This will get the name of the in use resource.
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---@return string
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Inventory.GetResourceName = function()
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return "one_inventory"
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end
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---@description 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 (optional)
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---@param metadata table (optional)
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---@return boolean
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Inventory.AddItem = function(src, item, count, slot, metadata)
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local success = inv:AddItem(src, item, count, metadata, slot)
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if not success then return false end
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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 success or false
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end
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---@description 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 (optional)
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---@param metadata table (optional)
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---@return boolean
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Inventory.RemoveItem = function(src, item, count, slot, metadata)
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local success = inv:RemoveItem(src, item, count, metadata, slot)
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if not success then return false end
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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 success or false
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end
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---@description This will return a table with the item info, {name, label, stack, weight, description, image}
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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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local itemData = inv:GetItemDefinition(item)
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if not itemData then return {} end
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return {
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name = itemData.name,
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label = itemData.label,
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stack = itemData.unique,
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weight = itemData.weight,
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description = itemData.description,
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image = Inventory.GetImagePath(itemData.image or itemData.name)
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}
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end
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---@description 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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return inv:GetAllItemDefinitions()
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end
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---@description This will return the count of the item in the players inventory, if not found will return 0.
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---@param src number
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---@param item string
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---@param metadata table (optional)
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---@return number
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Inventory.GetItemCount = function(src, item, metadata)
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return inv:GetItemCount(src, item, metadata)
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end
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---@description This wil return the players inventory.
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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 inv:GetInventoryItems(src)
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end
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---@description Returns the specified slot data as a table.
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---@param src number
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---@param slot number
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---@return table {weight, name, metadata, slot, label, count}
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Inventory.GetItemBySlot = function(src, slot)
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local slotData = inv:GetSlot(src, slot)
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if not slotData then return {} end
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return {
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name = slotData.name,
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label = slotData.name,
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weight = slotData.weight,
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slot = slotData.slot,
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count = slotData.amount or slotData.count,
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metadata = slotData.info or slotData.metadata,
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stack = slotData.unique,
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description = slotData.description
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}
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end
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---@description 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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inv:SetItemMetadata(src, slot, metadata)
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end
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---@description This will open the specified stash for the src passed.
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---@param src number
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---@param _type string "stash", "trunk", "glovebox"
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---@param id 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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if _type == "trunk" then
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_type = "vehicle:trunk:"
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elseif _type == "glovebox" then
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_type = "vehicle:glovebox:"
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elseif _type ~= "stash" then
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_type = "stash:"
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end
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return inv:OpenInventory(src, _type, {id = id})
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end
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---@description This will add items to a stash, and return true or false based on success
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---@param id string
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---@param items table {item, count, metadata}
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---@return boolean
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Inventory.AddStashItems = function(id, items)
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if type(items) ~= "table" then return false end
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local success = false
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for _, item in pairs(items) do
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success = inv:AddItem(id, item.item, item.amount or item.count, item.metadata or item.info or {}, nil)
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end
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return success
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end
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---@description 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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if type(items) ~= "table" then return false end
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local fullTrunkId = "vehicle:trunk:"..identifier
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Wait(1000)
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for i = 1, #items do
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inv:AddItem(fullTrunkId, items[i].name, items[i].amount or items[i].count, items[i].metadata or items[i].info or {}, nil)
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end
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return true
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end
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---@description This will clear the specified inventory, will always return true unless a value isnt passed correctly.
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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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if _type == "trunk" then
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id = "vehicle:trunk:"..id
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elseif _type == "glovebox" then
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id = "vehicle:glovebox:"..id
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elseif _type ~= "stash" then
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id = "stash:"..id
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end
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inv:ClearInventory(id, false, false)
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return true
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end
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---@description 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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---@param requiredCount number (optional)
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---@return boolean
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Inventory.HasItem = function(src, item, requiredCount)
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return inv:HasItem(src, item, requiredCount or 1, nil)
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end
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---@description 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 inv:CanCarryItem(src, item, count)
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end
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---@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)
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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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item = Inventory.StripPNG(item)
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local file = LoadResourceFile("one_inventory", string.format("web/images/%s.png", item))
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local imagePath = file and string.format("nui://one_inventory/web/images/%s.png", item)
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return imagePath or "https://avatars.githubusercontent.com/u/47620135"
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end
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---@description 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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inv:UpdateVehiclePlate(oldplate, newplate)
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if GetResourceState('jg-mechanic') == 'missing' then return true end
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return true, exports["jg-mechanic"]:vehiclePlateUpdated(oldplate, newplate)
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end
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---@description 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 inv:OpenInventory(src, "shop", shopTitle)
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end
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---@description 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 inventory table
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---@param shopCoords table
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---@param shopGroups table
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Inventory.RegisterShop = function(shopTitle, inventory, shopCoords, shopGroups)
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return false, print(shopTitle.." is not a valid shop type for one_inventory, please use the shop types defined in the documentation.")
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end
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---@description This will open a players inventory, used for admin purposes and stuff.
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---@param src number
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---@param target number
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Inventory.OpenPlayerInventory = function(src, target)
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assert(src, "OpenPlayerInventory: src is required")
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assert(target, "OpenPlayerInventory: target is required")
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inv:OpenInventory(src, "player:", target)
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end
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return Inventory
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