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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---
## Introduction
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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{% highlight lua %}
minetest.chat_send_all("This is a chat message to all players")
{% endhighlight %}
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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{% highlight lua %}
minetest.chat_send_player("player1", "This is a chat message for player1")
{% endhighlight %}
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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### Older Mods
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Occasionally you'll see mods where the chat_send_player function includes a
boolean:
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{% highlight lua %}
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 %}
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 %}
minetest.register_chatcommand("foo", {
privs = {
interact = true
},
func = function(name, param)
return true, "You said " .. param .. "!"
end
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})
{% endhighlight %}
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 %}
privs = {
interact = true
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},
{% endhighlight %}
This means only players with the `interact` [privilege](privileges.html) can run the
command. Other players will see an error message informing them of which
privilege they're missing. If the player has the necessary privileges, the command
will run and the message will be sent:
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{% highlight lua %}
return true, "You said " .. param .. "!"
{% endhighlight %}
This returns two values, a boolean which shows the command succeeded
and the chat message to send to the player.
A player name, instead of a player object, is passed because
**the player might not actually be in-game, but may be running commands from IRC**.
Due to this, you should not assume `minetest.get_player_by_name`, or any other
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
should provide a text only version. For example, the email mod allows both `/inbox`
to show a formspec, and `/inbox text` to send information to chat.
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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.
{% highlight lua %}
local to, msg = string.match(param, "^([%a%d_-]+) (*+)$")
{% endhighlight %}
The above implements `/msg <to> <message>`. Lets go through left to right:
* `^` means match the start of the string.
* `()` is a matching group - anything that matches stuff in here will be
returned from string.match.
* `[]` means accept characters in this list.
* `%a` means accept any letter and `%d` means any digit.
* `[%d%a_-]` means accept any letter or digit or `_` or `-`.
* `+` means match the last thing one or more times.
* `*` means match any character in this context.
* `$` means match the end of the string.
Put simply, this matches the name (a word with only letters/numbers/-/_),
then a space, then the message (one of more of any character). The name and
message are returned, as they're surrounded in 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).
There is also a library written by the author of this book which can be used
to make complex chat commands without Patterns called
[ChatCmdBuilder](chat_complex.html).
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## Intercepting Messages
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To intercept a message, use register_on_chat_message:
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{% highlight lua %}
minetest.register_on_chat_message(function(name, message)
print(name .. " said " .. message)
return false
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end)
{% endhighlight %}
By returning false, you allow the chat message to be sent by the default
handler. You can actually remove the line `return false`, and it would still
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work the same.
**WARNING: CHAT COMMANDS ARE ALSO INTERCEPTED.** If you only want to catch
player messages, you need to do this:
{% highlight lua %}
minetest.register_on_chat_message(function(name, message)
if message:sub(1, 1) == "/" then
print(name .. " ran chat command")
return false
end
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print(name .. " said " .. message)
return false
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end)
{% endhighlight %}