Files
community_bridge/modules/inventory/ox_inventory/server.lua
T
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

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