minetest_modding_book/_en/players/chat.md

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---
title: Chat and Commands
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layout: default
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root: ../..
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idx: 4.2
description: Registering a chatcommand and handling chat messages with register_on_chat_message
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redirect_from: /en/chapters/chat.html
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cmd_online:
level: warning
title: Offline players can run commands
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message: |
A player name is passed instead of a player object because mods
can run commands on behalf of offline players. For example, the IRC
bridge allows players to run commands without joining the game.
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So make sure that you don't assume that the player is online.
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You can check by seeing if `core.get_player_by_name` returns a player.
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cb_cmdsprivs:
level: warning
title: Privileges and Chat Commands
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message: |
The shout privilege isn't needed for a player to trigger this callback.
This is because chat commands are implemented in Lua, and are just
chat messages that begin with a /.
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---
## Introduction <!-- omit in toc -->
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Mods can interact with player chat, including
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sending messages, intercepting messages, and registering chat commands.
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- [Sending Messages](#sending-messages)
- [To All Players](#to-all-players)
- [To Specific Players](#to-specific-players)
- [Chat Commands](#chat-commands)
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- [Accepting Multiple Arguments](#accepting-multiple-arguments)
- [Using string.split](#using-stringsplit)
- [Using Lua patterns](#using-lua-patterns)
- [Intercepting Messages](#intercepting-messages)
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## Sending Messages
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### To All Players
To send a message to every player in the game, call the `chat_send_all` function.
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```lua
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core.chat_send_all("This is a chat message to all players")
```
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Here is an example of how this appears in-game:
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<player1> Look at this entrance
This is a chat message to all players
<player2> What about it?
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The message appears on a separate line to distinguish it from in-game player chat.
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### To Specific Players
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To send a message to a specific player, call the `chat_send_player` function:
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```lua
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core.chat_send_player("player1", "This is a chat message for player1")
```
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This message displays in the same manner as messages to all players, but is
only visible to the named player, in this case, player1.
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## Chat Commands
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To register a chat command, for example `/foo`, use `register_chatcommand`:
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```lua
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core.register_chatcommand("foo", {
privs = {
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interact = true,
},
func = function(name, param)
return true, "You said " .. param .. "!"
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end,
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})
```
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In the above snippet, `interact` is listed as a required
[privilege](privileges.html) meaning that only players with the `interact` privilege can run the command.
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`param` is a string containing everything a player writes after the chatcommand
name. For example, if a user types `/grantme one,two,three` then `param` will be
`one,two,three`.
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Chat commands can return up to two values,
the first being a Boolean indicating success, and the second being a
message to send to the user.
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{% include notice.html notice=page.cmd_online %}
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### Accepting Multiple Arguments
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<a name="complex-subcommands"></a>
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`param` gives you all the arguments to a chat command in a single string. It's
common for chat commands to need to extract multiple arguments. There are two
ways of doing this, either using Minetest's string split or Lua patterns.
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#### Using string.split
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A string can be split up into words using `string.split(" ")`:
```lua
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local parts = param:split(" ")
local cmd = parts[1]
if cmd == "join" then
local team_name = parts[2]
team.join(name, team_name)
return true, "Joined team!"
elseif cmd == "max_users" then
local team_name = parts[2]
local max_users = tonumber(parts[3])
if team_name and max_users then
return true, "Set max users of team " .. team_name .. " to " .. max_users
else
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return false, "Usage: /team max_users <team_name> <number>"
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end
else
return false, "Command needed"
end
```
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#### Using Lua patterns
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[Lua patterns](https://www.lua.org/pil/20.2.html) are a way of extracting stuff
from text using rules. They're best suited for when there are arguments that can
contain spaces or more control is needed on how parameters are captured.
```lua
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local to, msg = param:match("^([%a%d_-]+) (.+)$")
```
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The above code implements `/msg <to> <message>`. Let's go through left to right:
* `^` means match the start of the string.
* `()` is a matching group - anything that matches stuff in here will be
returned from string.match.
* `[]` means accept characters in this list.
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* `%a` means accept any letter and `%d` means accept any digit.
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* `[%a%d_-]` means accept any letter or digit or `_` or `-`.
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* `+` means match the thing before one or more times.
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* `.` means match any character in this context.
* `$` means match the end of the string.
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Put simply, the pattern matches the name (a word with only letters/numbers/-/_),
then a space, then the message (one or more of any character). The name and
message are returned, because they're surrounded by parentheses.
That's how most mods implement complex chat commands. A better guide to Lua
Patterns would probably be the
[lua-users.org tutorial](http://lua-users.org/wiki/PatternsTutorial)
or the [PIL documentation](https://www.lua.org/pil/20.2.html).
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## Intercepting Messages
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To intercept a message, use register_on_chat_message:
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```lua
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core.register_on_chat_message(function(name, message)
print(name .. " said " .. message)
return false
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end)
```
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By returning false, you allow the chat message to be sent by the default
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handler. You can actually remove the line `return false` and it would still
work the same, because `nil` is returned implicitly and is treated like false.
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{% include notice.html notice=page.cb_cmdsprivs %}
You should make sure you take into account that it may be a chat command,
or the user may not have `shout`.
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```lua
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core.register_on_chat_message(function(name, message)
if message:sub(1, 1) == "/" then
print(name .. " ran chat command")
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elseif core.check_player_privs(name, { shout = true }) then
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print(name .. " said " .. message)
else
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print(name .. " tried to say " .. message ..
" but doesn't have shout")
end
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return false
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end)
```