Files
community_bridge/modules/inventory/codem-inventory/server.lua
T
MrNewb 582ce9e640 Refactor item info retrieval in inventory modules
Updated Inventory.GetItemInfo to use the full items table for lookups instead of fetching individual items. Added Inventory.Items function to both client and server for consistent access to the items table. Improved handling of missing data and streamlined code for better maintainability.
2025-09-13 18:04:05 -04:00

208 lines
7.0 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 get the name of the in use resource.
---@return string
Inventory.GetResourceName = function()
return "codem-inventory"
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 the entire items table from the inventory.
---@return table
Inventory.Items = function()
return codem:GetItemList() or {}
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 = Inventory.Items()
if not itemData or not itemData[item] then return {} end
return {
name = itemData[item].name or "Missing Name",
label = itemData[item].label or "Missing Label",
stack = itemData[item].unique or "false",
weight = itemData[item].weight or "0",
description = itemData[item].description or "none",
image = itemData[item].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 = slotData.name,
label = slotData.label or slotData.name,
weight = slotData.weight,
slot = slotData.slot,
count = slotData.amount or slotData.count,
metadata = slotData.info or slotData.metadata,
stack = slotData.unique,
description = slotData.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 _type string
---@param id number||string
---@return nil
Inventory.OpenStash = function(src, _type, id)
_type = _type or "stash"
local tbl = Inventory.Stashes[id]
TriggerClientEvent('community_bridge:client:codem-inventory:openStash', src, id, { label = tbl.label, slots = tbl.slots, weight = tbl.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
---@return string|number
Inventory.RegisterStash = function(id, label, slots, weight, owner, groups, coords)
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
}
return true, id
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 add items to a trunk, and return true or false based on success
---If a trunk with the identifier does not exist, it will create one with default values.
---@param identifier string
---@param items table
---@return boolean
Inventory.AddTrunkItems = function(identifier, items)
if type(items) ~= "table" then return false end
return false, print("AddItemsToTrunk is not implemented in codem-inventory, because of this we dont have a way to add items to a trunk.")
end
---This will clear the specified inventory, will always return true unless a value isnt passed correctly.
---@param id string
---@return boolean
Inventory.ClearStash = function(id, _type)
if type(id) ~= "string" then return false end
if Inventory.Stashes[id] then Inventory.Stashes[id] = nil end
return false, print("ClearInventory is not implemented in codem-inventory, because of this we dont have a way to clear a stash.")
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
Inventory.OpenPlayerInventory = function(src, target)
assert(src, "OpenPlayerInventory: src is required")
if not target then
target = src
end
exports['codem-inventory']:OpenInventory(src, target)
end
return Inventory