Chat and Commands: Improve readability and grammar
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@ -6,56 +6,59 @@ root: ../../
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## Introduction
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In this chapter we will learn how to interact with player chat, including
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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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* Send a message to all players.
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* Send a message to a certain player.
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* Chat commands.
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* Complex subcommands.
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* Intercepting messages.
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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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## Send a message to all players
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## Sending messages to all players
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It's as simple as calling the chat_send_all function, as so:
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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 it would appear ingame (there are other messages
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around it).
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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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## Send a message to a certain player
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The message appears on a separate line to distinguish it from in-game player chat.
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It's as simple as calling the chat_send_player function, as so:
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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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Only player1 can see this message, and it's displayed the same as above.
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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 with code like this:
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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 at is no longer used, and has no affect
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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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In order to register a chat command, such as /foo, use register_chatcommand:
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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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@ -68,9 +71,9 @@ minetest.register_chatcommand("foo", {
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})
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{% endhighlight %}
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Calling /foo bar will result in `You said bar!` in the chat console.
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Calling /foo bar will display `You said bar!` in the chat console.
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Let's do a break down:
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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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@ -78,23 +81,26 @@ privs = {
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},
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{% endhighlight %}
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This makes it so that 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 which
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privilege they're missing.
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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, firstly a boolean which says that the command succeeded
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and secondly the chat message to send to the player.
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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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The reason that a player name rather than a player object is passed is because
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**the player might not actually be online, but may be running commands from IRC**.
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So don't assume that `minetest.get_player_by_name` will work in a chat command call back,
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or any other function that requires an ingame player. `minetest.show_formspec` will also
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not work for IRC players, so you should provide a text only version. For example, the
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email mod allows both `/inbox` to show the formspec, and `/inbox text` to send to chat.
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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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`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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## Complex subcommands
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@ -105,14 +111,14 @@ It is often required to make complex chat commands, such as:
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* /team leave <teamname>
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* /team list
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Traditionally mods implemented this using Lua patterns. However, a much easier
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way is to use a mod library that I wrote to do this for you.
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See [Complex Chat Commands](chat_complex.html).
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Many mods implement this using Lua patterns; however, a much easier
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approach is to use a mod library. See rubenwardy's
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[Complex Chat Commands](chat_complex.html).
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## Intercepting messages
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You can use register_on_chat_message, like so:
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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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@ -121,8 +127,8 @@ minetest.register_on_chat_message(function(name, message)
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end)
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{% endhighlight %}
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By returning false, we're allowing the chat message to be sent by the default
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handler. You can actually miss out the line `return false`, and it would still
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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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