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---@diagnostic disable: duplicate-set-field
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if GetResourceState('qb-inventory') ~= 'started' then return end
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local qb = exports['qb-inventory']
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Inventory = Inventory or {}
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---Return the item info in oxs format, {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 = Framework.Shared.Items[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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---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 Framework.Shared.Items
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end
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---Will return boolean if the player has the item.
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---@param item string
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---@return boolean
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Inventory.HasItem = function(item)
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return qb:HasItem(item)
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end
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---This will get the image path for this item, if not found will return placeholder.
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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("qb-inventory", string.format("html/images/%s.png", item))
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local imagePath = file and string.format("nui://qb-inventory/html/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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RegisterNetEvent('community_bridge:client:qb-inventory:openStash', function(id, data)
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if source ~= 65535 then return end
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TriggerEvent("inventory:client:SetCurrentStash", id)
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TriggerServerEvent('inventory:server:OpenInventory', 'stash', id, { maxweight = data.weight, slots = data.slots })
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end)
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return Inventory
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---@diagnostic disable: duplicate-set-field
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if GetResourceState('qb-inventory') ~= 'started' then return end
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local qbInventory = exports['qb-inventory']
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Inventory = Inventory or {}
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Inventory.Stashes = Inventory.Stashes or {}
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local registeredShops = {}
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local v1ShopData = {}
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local function getInventoryNewVersion()
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if tonumber(string.sub(GetResourceMetadata("qb-inventory", "version", 0), 1, 1)) >= 2 then return true end
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return false
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end
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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('qb-inventory:client:ItemBox', src, QBCore.Shared.Items[item], 'add', count)
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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 qbInventory:AddItem(src, item, count, slot, metadata, 'community_bridge')
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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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TriggerClientEvent('qb-inventory:client:ItemBox', src, QBCore.Shared.Items[item], 'remove', count)
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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 qbInventory:RemoveItem(src, item, count, slot, 'community_bridge')
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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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---If a trunk with the identifier does not exist, it will create one with default values.
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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 = "trunk-"..identifier
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local repacked_items = {}
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local slot = 0
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for _, item in pairs(items) do
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slot = slot + 1
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repacked_items[slot] = {
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name = item.item,
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amount = item.count,
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info = item.metadata,
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type = item.type or "item",
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slot = slot,
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}
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end
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local newVersion = getInventoryNewVersion()
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if newVersion then
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qbInventory:CreateInventory(fullTrunkId, { label = fullTrunkId })
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Wait(1000)
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for i = 1, #repacked_items do
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local v = repacked_items[i]
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qbInventory:AddItem(fullTrunkId, v.name, v.amount, v.slot, v.info, "community_bridge, adding items to trunk")
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end
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else
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-- I dont have a copy of this version to test it, if you run into issues please let me know.
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TriggerEvent("inventory:server:addTrunkItems", fullTrunkId, repacked_items)
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end
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return true
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end
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---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 _type == "trunk" then
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id = "trunk-"..id
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elseif _type == "glovebox" then
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id = "glovebox-"..id
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end
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if qbInventory:GetInventory(id) then
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qbInventory:ClearStash(id)
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end
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if Inventory.Stashes[id] then Inventory.Stashes[id] = nil end
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return true
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end
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---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 = Framework.Shared.Items[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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---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 Framework.Shared.Items
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end
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---Returns the specified slot data as a table.
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---format {weight, name, metadata, slot, label, count}
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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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local slotData = qbInventory:GetItemBySlot(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,
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metadata = slotData.info,
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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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---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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if getInventoryNewVersion() then
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return qbInventory:OpenInventory(src, id)
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end
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TriggerClientEvent('community_bridge:client:qb-inventory:openStash', src, id, { weight = tbl.weight, slots = tbl.slots})
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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 qbInventory:HasItem(src, item, 1)
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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 true
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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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item = Inventory.StripPNG(item)
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local file = LoadResourceFile("qb-inventory", string.format("html/images/%s.png", item))
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local imagePath = file and string.format("nui://qb-inventory/html/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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---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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local newVersion = getInventoryNewVersion()
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if newVersion then
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local gloveboxInv = qbInventory:GetInventory('glovebox-'..oldplate) or {slots = 5, maxweight = 10000, items = {}}
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local storedGloveBox = Bridge.Tables.DeepClone(gloveboxInv, nil, nil)
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local trunkInv = qbInventory:GetInventory('trunk-'..oldplate) or {slots = 5, maxweight = 10000, items = {}}
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local storedTrunk = Bridge.Tables.DeepClone(trunkInv, nil, nil)
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qbInventory:ClearStash('glovebox-'..oldplate)
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qbInventory:ClearStash('trunk-'..oldplate)
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qbInventory:CreateInventory('glovebox-'..newplate, {label = 'glovebox-'..newplate, slots = storedGloveBox.slots, maxweight = storedGloveBox.maxweight})
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qbInventory:SetInventory('glovebox-'..newplate, storedGloveBox.items, "Community Bridge Moving Items In GloveBox")
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qbInventory:CreateInventory('trunk-'..newplate, {label = 'trunk-'..newplate, slots = storedTrunk.slots, maxweight = storedTrunk.maxweight})
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qbInventory:SetInventory('trunk-'..newplate, storedTrunk.items, "Community Bridge Moving Items In Trunk")
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return true
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else
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local queries = {
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'UPDATE inventory_glovebox SET plate = @newplate WHERE plate = @oldplate',
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'UPDATE inventory_trunk SET plate = @newplate WHERE plate = @oldplate',
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}
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local values = { newplate = newplate, oldplate = oldplate }
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MySQL.transaction.await(queries, values)
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end
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if GetResourceState('jg-mechanic') ~= 'started' 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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---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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local newVersion = getInventoryNewVersion()
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if newVersion then
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return qbInventory:OpenShop(src, shopTitle)
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else
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local shopData = v1ShopData[shopTitle]
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if not shopData then return false end
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TriggerClientEvent("inventory:client:OpenInventory", src, "shop", shopTitle, shopData)
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end
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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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if not shopTitle or not shopInventory then return end
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if registeredShops[shopTitle] then return true end
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registeredShops[shopTitle] = true
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local newVersion = getInventoryNewVersion()
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if newVersion then
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local repackedShopItems = {}
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for _, v in pairs(shopInventory) do
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table.insert(repackedShopItems, {name = v.name, price = v.price, amount = v.count or 1000})
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end
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qbInventory:CreateShop({ name = shopTitle, label = shopTitle, coords = shopCoords, items = repackedShopItems, })
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return true
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else
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local shopData = { label = shopTitle, items = {}, slots = 0 }
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for _, v in pairs(shopInventory) do
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table.insert(shopData.items, { name = v.name, price = v.price, amount = v.count or 1000, info = {}, type = 'item' })
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end
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shopData.slots = #shopData.items
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-- TriggerClientEvent("inventory:client:OpenInventory", src, "shop", shopTitle, shopData)
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v1ShopData[shopTitle] = shopData
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print("QB-INVENTORY: You are using an outdated version of qb-inventory, please update to the latest version. Stuff will still work but you are using litterally the most exploitable inventory in fivem.")
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end
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end
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return Inventory
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