2015-09-25 02:00:15 +03:00
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---
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2015-09-25 02:01:52 +03:00
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title: Chat and Commands
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2015-09-25 02:00:15 +03:00
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layout: default
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2017-08-26 18:40:30 +03:00
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root: ../../
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2015-09-25 02:00:15 +03:00
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---
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## Introduction
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2017-08-29 13:41:24 +03:00
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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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2017-10-16 18:56:31 +03:00
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* [Sending Messages to All Players](#sending-messages-to-all-players)
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* [Sending Messages to Specific Players](#sending-messages-to-specific-players)
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* [Chat Commands](#chat-commands)
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* [Complex Subcommands](#complex-subcommands)
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* [Intercepting Messages](#intercepting-messages)
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## Sending Messages to All Players
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To send a message to every player in the game, call the chat_send_all function.
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{% highlight lua %}
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minetest.chat_send_all("This is a chat message to all players")
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{% endhighlight %}
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Here is an example of how this appears in-game:
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<player1> Look at this entrance
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This is a chat message to all players
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<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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## Sending Messages 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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{% highlight lua %}
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minetest.chat_send_player("player1", "This is a chat message for player1")
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{% endhighlight %}
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This message displays in the same manner as messages to all players, but is
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only visible to the named player, in this case player1.
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### Older Mods
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Occasionally you'll see mods where the chat_send_player function includes a
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boolean:
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{% highlight lua %}
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minetest.chat_send_player("player1", "This is a server message", true)
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minetest.chat_send_player("player1", "This is a server message", false)
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{% endhighlight %}
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The boolean is no longer used, and has no affect
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<sup>[[commit]](https://github.com/minetest/minetest/commit/9a3b7715e2c2390a3a549d4e105ed8c18defb228)</sup>.
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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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{% highlight lua %}
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minetest.register_chatcommand("foo", {
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privs = {
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interact = true
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},
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func = function(name, param)
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return true, "You said " .. param .. "!"
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end
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})
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{% endhighlight %}
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Calling /foo bar will display `You said bar!` in the chat console.
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You can restrict which players are able to run commands:
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{% highlight lua %}
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privs = {
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interact = true
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},
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{% endhighlight %}
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2017-08-29 13:41:24 +03:00
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This means only players with the `interact` [privilege](privileges.html) can run the
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command. Other players will see an error message informing them of which
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privilege they're missing. If the player has the necessary privileges, the command
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will run and the message will be sent:
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{% highlight lua %}
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return true, "You said " .. param .. "!"
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{% endhighlight %}
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This returns two values, a boolean which shows the command succeeded
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and the chat message to send to the player.
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A player name, instead of a player object, is passed because
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**the player might not actually be in-game, but may be running commands from IRC**.
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Due to this, you should not assume `minetest.get_player_by_name`, or any other
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function that requires an in-game player, will work in a chat command call back.
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2017-08-29 13:41:24 +03:00
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`minetest.show_formspec` also won't work when a command is run from IRC, so you
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should provide a text only version. For example, the email mod allows both `/inbox`
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to show a formspec, and `/inbox text` to send information to chat.
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2016-01-08 17:01:10 +03:00
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2017-10-16 18:56:31 +03:00
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## Complex Subcommands
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It is often required to make complex chat commands, such as:
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2018-02-25 03:25:46 +03:00
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* `/msg <to> <message>`
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* `/team join <teamname>`
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* `/team leave <teamname>`
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* `/team list`
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This is usually done using [Lua patterns](https://www.lua.org/pil/20.2.html).
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Patterns are a way of extracting stuff from text using rules.
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{% highlight lua %}
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local to, msg = string.match(param, "^([%a%d_-]+) (*+)$")
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{% endhighlight %}
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The above implements `/msg <to> <message>`. Lets go through left to right:
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* `^` means match the start of the string.
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* `()` is a matching group - anything that matches stuff in here will be
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returned from string.match.
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* `[]` means accept characters in this list.
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* `%a` means accept any letter and `%d` means any digit.
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* `[%d%a_-]` means accept any letter or digit or `_` or `-`.
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* `+` means match the last thing one or more times.
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* `*` means match any character in this context.
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* `$` means match the end of the string.
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Put simply, this matches the name (a word with only letters/numbers/-/_),
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then a space, then the message (one of more of any character). The name and
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message are returned, as they're surrounded in parentheses.
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That's how most mods implement complex chat commands. A better guide to Lua
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Patterns would probably be the
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[lua-users.org tutorial](http://lua-users.org/wiki/PatternsTutorial)
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or the [PIL documentation](https://www.lua.org/pil/20.2.html).
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There is also a library written by the author of this book which can be used
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to make complex chat commands without Patterns called
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[ChatCmdBuilder](chat_complex.html).
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2017-10-16 18:56:31 +03:00
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## Intercepting Messages
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2015-09-25 02:00:15 +03:00
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2017-08-29 13:41:24 +03:00
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To intercept a message, use register_on_chat_message:
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{% highlight lua %}
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minetest.register_on_chat_message(function(name, message)
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print(name .. " said " .. message)
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return false
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end)
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{% endhighlight %}
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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
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work the same.
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**WARNING: CHAT COMMANDS ARE ALSO INTERCEPTED.** If you only want to catch
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player messages, you need to do this:
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{% highlight lua %}
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minetest.register_on_chat_message(function(name, message)
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if message:sub(1, 1) == "/" then
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print(name .. " ran chat command")
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return false
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end
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print(name .. " said " .. message)
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return false
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end)
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{% endhighlight %}
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