Files
community_bridge/modules/inventory/_default/server.lua
T
2025-06-04 15:42:40 -04:00

169 lines
5.6 KiB
Lua

---@diagnostic disable: duplicate-set-field
Inventory = Inventory or {}
---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 Framework.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)
item = type(item) == "table" and item.name or item
TriggerClientEvent("community_bridge:client:inventory:updateInventory", src, {action = "remove", item = item, count = count, slot = slot, metadata = metadata})
return Framework.RemoveItem(src, item, count, slot, metadata)
end
---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)
return false, Prints.Error("This Inventory Has Not Been Bridged For A Trunk Feature.")
end
Inventory.ClearStash = function(id, _type)
if type(id) ~= "string" then return false end
return false, Prints.Error("This Inventory Has Not Been Bridged For A ClearStash Feature.")
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)
return Framework.GetItemInfo(item)
end
---This will return the count of the item in the players inventory, if not found will return 0.
---
---if metadata is passed it will find the matching items count.
---@param src number
---@param item string
---@param metadata table
---@return number
Inventory.GetItemCount = function(src, item, metadata)
return Framework.GetItemCount(src, item, metadata)
end
---This wil return the players inventory.
---@param src number
---@return table
Inventory.GetPlayerInventory = function(src)
return Framework.GetPlayerInventory(src)
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)
return Framework.GetItemBySlot(src, slot)
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 Framework.SetMetadata(src, item, 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, label, slots, weight, owner, groups, coords)
return false, Prints.Error("This Inventory Has Not Been Bridged For A Stash Feature.")
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)
return false, Prints.Error("This Inventory Has Not Been Bridged For A Stash Feature.")
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 Framework.HasItem(src, item)
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 false, Prints.Error("This Inventory Has Not Been Bridged For A CanCarryItem Feature.")
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, Prints.Error("This Inventory Has Not Been Bridged For A UpdatePlate Feature.")
end
-- This will open the specified shop for the src passed.
---@param src number
---@param shopTitle string
Inventory.OpenShop = function(src, shopTitle)
return false, Prints.Error("This Inventory Has Not Been Bridged For A OpenShop 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.RegisterShop = function(shopTitle, shopInventory, shopCoords, shopGroups)
return false, Prints.Error("This Inventory Has Not Been Bridged For A CreateShop 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)
return "https://avatars.githubusercontent.com/u/47620135"
end
Inventory.StripPNG = function(item)
if string.find(item, ".png") then
item = string.gsub(item, ".png", "")
end
return item
end
return Inventory