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: <p>A player name is passed instead of a player object because mods
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can run commands on behalf of offline players. For example, the IRC
bridge allows players to run commands without joining the game.</p>
<p>So make sure that you don't assume that the player is online.
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You can check by seeing if <pre>minetest.get_player_by_name</pre> returns a player.</p>
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cb_cmdsprivs:
level: warning
title: Privileges and Chat Commands
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 to All Players](#sending-messages-to-all-players)
- [Sending Messages to Specific Players](#sending-messages-to-specific-players)
- [Chat Commands](#chat-commands)
- [Complex Subcommands](#complex-subcommands)
- [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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```lua
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minetest.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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## Sending Messages to Specific Players
To send a message to a specific player, call the chat_send_player function:
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```lua
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minetest.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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minetest.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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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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## Complex Subcommands
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It is often required to make complex chat commands, such as:
* `/msg <to> <message>`
* `/team join <teamname>`
* `/team leave <teamname>`
* `/team list`
This is usually done using [Lua patterns](https://www.lua.org/pil/20.2.html).
Patterns are a way of extracting stuff from text using rules.
```lua
local to, msg = string.match(param, "^([%a%d_-]+) (*+)$")
```
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The above code implements `/msg <to> <message>`. Let's go through left to right:
* `^` means match the start of the string.
* `()` is a matching group - anything that matches stuff in here will be
returned from string.match.
* `[]` means accept characters in this list.
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* `%a` means accept any letter and `%d` means accept any digit.
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* `[%a%d_-]` means accept any letter or digit or `_` or `-`.
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* `+` means match the thing before one or more times.
* `*` means match any character in this context.
* `$` 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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<p class="book_hide">
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There is also a library written by the author of this book which can be used
to make complex chat commands without patterns called
<a href="https://gitlab.com/rubenwardy/ChatCmdBuilder">Chat Command Builder</a>.
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</p>
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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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minetest.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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minetest.register_on_chat_message(function(name, message)
if message:sub(1, 1) == "/" then
print(name .. " ran chat command")
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elseif minetest.check_player_privs(name, { shout = true }) then
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)
```