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Entity / Player abstraction (WIP)

objects
Elias Fleckenstein 2021-03-17 11:08:14 +01:00
parent b53329b452
commit 018fc64a27
26 changed files with 820 additions and 30 deletions

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local Object = {} local Object = {}
function Object:__define_getter(name, cached, get, cmp) -- Define a getter that caches the result for the next time it is called
-- This is a static method (self = the class); in this class system static methods start with __ by convention
function Object:__cache_getter(name, func)
-- cache key: prevent overriding the getter function itself
local key = "_" .. name local key = "_" .. name
self[name] = function (self, expected) -- add a function to the class
local value self[name] = function(self)
-- check if the value is present in the cache
local value = self[key]
if cached then -- `== nil` instead of `not value` to allow caching boolean values
value = self[key] if value == nil then
-- call the getter function
value = func(self)
end end
if not value then -- store result in cache
value = get(self) self[key] = value
end
if cached then -- return result
self[key] = value return value
end end
end
if expected ~= nil then -- Define a getter / setter
if cmp then -- If no argument is specified, it will act as a getter, else as a setter
return cmp(value, expected) -- The specified function MUST return the new value, if it returns nil, nil will be used as new value
-- Optionally works in combination with a previously defined cache getter and only really makes sense in that context
function Object:__setter(name, func)
-- since the function is overridden, we need to store the old one in case a cache getter is defined
local cache_getter = self[name]
-- use same key as cache getter to modify getter cache if present
local key = "_" .. name
self[name] = function(self, new)
-- check whether an argument was specified
if new == nil then
if cache_getter then
-- call the cache getter if present
return cache_getter(self)
else else
return value == expected -- return the value else
return self[key]
end end
end
-- call the setter and set the new value to the result
self[key] = func(self, new)
end
end
-- Define a comparator function
-- Acts like a setter, except that it does not set the new value but rather compares the present and specified values and returns whether they are equal or not
-- Incompatible with setter
-- The function is optional. The == operator is used else.
function Object:__comparator(name, func)
local cache_getter = self[name]
local key = "_" .. name
self[name] = function(self, expected)
-- the current value is needed everytime, no matter whether there is an argument or not
local actual
if cache_getter then
-- call the cache getter if present
actual = cache_getter(self)
else else
return value -- use the value else
actual = self[key]
end
-- act as a getter if there is no argument
if expected == nil then
return actual
end
if func then
-- if a function as specified, call it
return func(actual, expected)
else
-- else, use the == operator to compare the expected value to the actual
return actual == expected
end end
end end
end end
function class(super) -- Override an already existing function in a way that the old function is called
return setmetatable({}, { -- If nil is returned, the old function is called. Else the return value is returned. (Only the first return value is taken into concern here, multiple are supported tho)
__call = function(_class, ...) -- This works even if it is applied to the instance of a class when the function is defined by the class
local instance = setmetatable({}, { -- It also works with overriding functions that are located in superclasses
__index = _class, function Object:__override(name, func)
}) -- store the old function
if instance.constructor then local old_func = self[name]
instance:constructor(...)
end -- redefine the function with variable arguments
return instance self[name] = function(...)
end, -- call the new function and store the return values in a table
__index = super or Object, local rvals = {func(...)}
}) -- if nil was returned, fall back to the old function
if rvals[1] == nil then
-- if present, call the return function with the values the new function returned (converted back to a tuple)
return old_func(...)
else
-- return the values from the new function else
return unpack(rvals)
end
end
end end
-- Works like override except that the new function does not modify the output of the old function but rather the input
-- The new function can decide with what arguments by returing them, including the `self` reference
-- If the "self" arg is not returned the old function is not called
-- Note that this way the new function cannot change the return value of the old function
function Object:__pipe(name, func)
local old_func = self[name]
self[name] = function(self, ...)
local rvals = {func(self, ...)}
-- check if self was returned properly
if rvals[1] then
-- if present, call the return function with the values the new function returned (converted back to a tuple)
return old_func(unpack(rvals))
end
end
end
-- Make class available as table to distribute the Object table
class = setmetatable({Object = Object}, {
-- Create a new class by calling class() with an optional superclass argument
__call = function(super)
return setmetatable({}, {
-- Create a new instance of the class when the class is called
__call = function(_class, ...)
-- Check whether the first argument is an instance of the class
-- If that is the case, just return it - this is to allow "making sure something is the instance of a class" by calling the constructor
local argtbl = {...}
local first_arg = args[1]
if first_arg and type(first_arg) == "table" and inst.CLASS = _class then
return inst
end
-- set the metatable and remember which class the object belongs to
local instance = setmetatable({CLASS = _class}, {
__index = _class,
})
-- call the constructor if present
if instance.constructor then
instance:constructor(...)
end
-- return the created instance
return instance
end,
-- Object as superclass of all classes that dont have a different one
__index = super or Object,
})
end
}

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local old_damage_handler = MCLObject.handle_damage
function MCLObject:handle_damage(hp, source)
local hp_old = old_damage_handler(hp, source)
if hp_old then
return hp_old
end
if source.bypasses_armor and source.bypasses_magic then
return
end
local heal_max = 0
local items = 0
local armor_damage = math.max(1, math.floor(math.abs(hp) / 4))
local total_points = 0
local total_toughness = 0
local epf = 0
local thorns_damage = 0
local thorns_damage_regular = 0
for location, stack in pairs(self:equipment():get_armor()) do
if stack:get_count() > 0 then
local enchantments = mcl_enchanting.get_enchantments(stack)
local pts = stack:get_definition().groups["mcl_armor_points"] or 0
local tough = stack:get_definition().groups["mcl_armor_toughness"] or 0
total_points = total_points + pts
total_toughness = total_toughness + tough
local protection_level = enchantments.protection or 0
if protection_level > 0 then
epf = epf + protection_level * 1
end
local blast_protection_level = enchantments.blast_protection or 0
if blast_protection_level > 0 and damage_type == "explosion" then
epf = epf + blast_protection_level * 2
end
local fire_protection_level = enchantments.fire_protection or 0
if fire_protection_level > 0 and (damage_type == "burning" or damage_type == "fireball" or reason.type == "node_damage" and
(reason.node == "mcl_fire:fire" or reason.node == "mcl_core:lava_source" or reason.node == "mcl_core:lava_flowing")) then
epf = epf + fire_protection_level * 2
end
local projectile_protection_level = enchantments.projectile_protection or 0
if projectile_protection_level and (damage_type == "projectile" or damage_type == "fireball") then
epf = epf + projectile_protection_level * 2
end
local feather_falling_level = enchantments.feather_falling or 0
if feather_falling_level and reason.type == "fall" then
epf = epf + feather_falling_level * 3
end
local did_thorns_damage = false
local thorns_level = enchantments.thorns or 0
if thorns_level then
if thorns_level > 10 then
thorns_damage = thorns_damage + thorns_level - 10
did_thorns_damage = true
elseif thorns_damage_regular < 4 and thorns_level * 0.15 > math.random() then
local thorns_damage_regular_new = math.min(4, thorns_damage_regular + math.random(4))
thorns_damage = thorns_damage + thorns_damage_regular_new - thorns_damage_regular
thorns_damage_regular = thorns_damage_regular_new
did_thorns_damage = true
end
end
-- Damage armor
local use = stack:get_definition().groups["mcl_armor_uses"] or 0
if use > 0 and regular_reduction then
local unbreaking_level = enchantments.unbreaking or 0
if unbreaking_level > 0 then
use = use / (0.6 + 0.4 / (unbreaking_level + 1))
end
local wear = armor_damage * math.floor(65536/use)
if did_thorns_damage then
wear = wear * 3
end
stack:add_wear(wear)
end
local item = stack:get_name()
armor_inv:set_stack("armor", i, stack)
player_inv:set_stack("armor", i, stack)
items = items + 1
if stack:get_count() == 0 then
armor:set_player_armor(player)
armor:update_inventory(player)
end
end
end
local damage = math.abs(hp_change)
if regular_reduction then
-- Damage calculation formula (from <https://minecraft.gamepedia.com/Armor#Damage_protection>)
damage = damage * (1 - math.min(20, math.max((total_points/5), total_points - damage / (2+(total_toughness/4)))) / 25)
end
damage = damage * (1 - (math.min(20, epf) / 25))
damage = math.floor(damage+0.5)
if reason.type == "punch" and thorns_damage > 0 then
local obj = reason.object
if obj then
local luaentity = obj:get_luaentity()
if luaentity then
local shooter = obj._shooter
if shooter then
obj = shooter
end
end
obj:punch(player, 1.0, {
full_punch_interval=1.0,
damage_groups = {fleshy = thorns_damage},
})
end
end
hp_change = -math.abs(damage)
return hp
end

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MCLDamageSource = class()
function MCLDamageSource:constructor(tbl, hitter)
for k, v in pairs(tbl or {}) do
self[k] = v
end
self.hitter = hitter
end
MCLDamageSource:__getter("direct_object", function(self)
local hitter = self.hitter
if not hitter then
return
end
return mcl_object_mgr.get(hitter)
end)
MCLDamageSource:__getter("source_object", function(self)
local direct = self:direct_object()
if not direct then
return
end
return direct.source_object or direct
end)

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MCLEntity = class(MCLObject)
MCLEntity:__getter("meta", MCLMetadata)
local last_inv_id = 0
MCLEntity:__getter("inventory", function(self)
local info = self.inventory_info
if not info then
return
end
self.inventory_id = "mcl_entity:" .. last_inv_id
last_inv_id = last_inv_id + 1
local inv = minetest.create_detached_inventory(self.inventory_id, self.inventory_callbacks)
for list, size in pairs(data.sizes) do
inv:set_size(list, size)
end
for list, liststr in pairs(data.lists) do
inv:set_list(list, liststr)
end
return inv
end)
function MCLEntity:on_activate(staticdata)
local data = minetest.deserialize(staticdata)
if data then
self:meta():from_table(data)
self.inventory_info = data.inventory
end
end
function MCLEntity:get_staticdata()
local data = self:meta():to_table()
local inventory_info = self.inventory_info
if inventory_info then
data.inventory = {
sizes = inventory_info.sizes,
lists = self:inventory():get_lists()
}
end
return minetest.serialize(data)
end
function MCLEntity:calculate_knockback(...)
return minetest.calculate_knockback(self.object, ...)
end
function MCLEntity:on_punch(...)
hp = MCLObject.on_punch(self, ...)
self.damage_info.info.knockback = self:calculate_knockback(...)
end
function MCLEntity:on_damage(hp_change, source, info)
MCLObject.on_damage(self, hp_change, source, info)
if info.knockback then
self:add_velocity(info.knockback)
end
end

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MCLEquipment = class()
function MCLEquipment:constructor(inv, idx)
self.inv = inv
self.idx = idx
end
MCLEquipment:__cache_getter("has_main", function(self)
return self.inv and self.idx and self.inv:get_list("main") and true or false
end)
MCLEquipment:__cache_getter("has_right", function(self)
return self.inv and self.inv:get_list("right_hand") and true or false
end)
MCLEquipment:__cache_getter("has_left", function(self)
return self.inv and self.inv:get_list("left_hand") and true or false
end)
MCLEquipment:__cache_getter("has_armor", function(self)
return self.inv and self.inv:get_list("armor") and true or false
end)
function MCLEquipment:mainhand()
if self:has_main() then
return self.inv:get_stack("main", self.idx)
elseif self:has_right() then
return self.inv:get_stack("right_hand", 1)
else
return ItemStack()
end
end
MCLEquipment:__setter("mainhand", function(self, new)
if self:has_main() then
self.inv:set_stack("main", self.idx, stack)
elseif self:has_right() then
self.inv:set_stack("right_hand", 1, stack)
end
end)
function MCLEquipment:offhand()
if self:has_left() then
return self.inv:get_stack("left_hand", 1)
else
return ItemStack()
end
end
MCLEquipment:__setter("offhand", function(self, new)
if self:has_left() then
self.inv:set_stack("left_hand", 1, new)
end
end)
function MCLEquipment:__armor(idx, name)
self[name] = function(self)
if self:has_armor() then
return self.inv:get_stack("armor", idx)
else
return ItemStack()
end
end
self:__setter(name, function(self, new)
if self:has_armor() then
self.inv:set_stack("armor", idx, new)
end
end)
end
local armor_slots = {"head", "chest", "legs", "feet"}
for i, name in ipairs(armor_slots) do
MCLEquipment:__armor(idx, name)
end
local function insert(tbl, key, stack)
if stack:get_name() ~= "" then
tbl[key] = stack
end
end
function MCLEquipment:get_armor()
local tbl = {}
if self:has_armor() then
for i, name in ipairs(armor_slots) do
insert(tbl, name, self.inv:get_stack("armor", i))
end
end
return tbl
end
function MCLEquipment:get_all()
local tbl = {}
insert(tbl, "mainhand", self:mainhand())
insert(tbl, "offhand", self:offhand())
for k, v in pairs(self:get_armor()) do
tbl[k] = v
end
return tbl
end

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mcl_gamerules = {
__defaults = {},
__rules = {},
}
setmetatable(mcl_gamerules, {__index = mcl_gamerules.__rules})
local worldpath = minetest.get_worldpath()
function mcl_gamerules.__load()
local file = io.open(worldpath .. "gamerules.json", "r")
if file then
local contents = file:read("*all")
file:close()
local data = minetest.parse_json(contents)
local rules = mcl_gamerules.__rules
for rule, default in pairs(mcl_gamerules.__defaults) do
local value = data[rule]
if value == nil then
value = default
end
rules[rule] = value
end
end
end
function mcl_gamerules.__save()
local file = io.open(worldpath .. "gamerules.json", "w")
file:write(minetest.write_json(mcl_gamerules.__rules, true))
file:close()
end
function mcl_gamerules.__set(rule, value)
if not mcl_gamerules.__defaults[rule] then
return false
end
mcl_gamerules.__rules[rule] = value
mcl_gamerules.__save()
return true
end
function mcl_gamerules.__register(rule, default)
mcl_gamerules.__defaults[rule] = default
end
mcl_gamerules.__register("announceAdvancements", true)
mcl_gamerules.__register("commandBlockOutput", true)
mcl_gamerules.__register("doDaylightCycle", true)
mcl_gamerules.__register("doFireTick", true)
mcl_gamerules.__register("doImmediateRespawn", false)
mcl_gamerules.__register("doMobLoot", true)
mcl_gamerules.__register("doMobSpawning", true)
mcl_gamerules.__register("doTileDrops", true)
mcl_gamerules.__register("doWeatherCycle", true)
mcl_gamerules.__register("drowningDamage", true)
mcl_gamerules.__register("fallDamage", true)
mcl_gamerules.__register("fireDamage", true)
mcl_gamerules.__register("keepInventory", false)
mcl_gamerules.__register("logAdminCommands", true)
mcl_gamerules.__register("mobGriefing", true)
mcl_gamerules.__register("naturalRegeneration", true)
mcl_gamerules.__register("pvp", true)
mcl_gamerules.__register("showDeathMessages", true)
mcl_gamerules.__register("tntExplodes", true)
minetest.register_on_mods_loaded(mcl_gamerules.__load)

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MCLItemStack = class()
function MCLItemStack:constructor(stack)
self.stack = stack
end
MCLItemStack:__getter("enchantments", function(self)
return mcl_enchanting.get_enchantments(self.stack)
end)
MCLItemStack:__comparator("enchantments", mcl_types.match_enchantments)
function MCLItemStack:meta()
return self.stack:get_meta()
end
MCLItemStack:__comparator("meta", mcl_types.match_meta)
function MCLItemStack:get_enchantment(name)
return self:enchantments()[name]
end
function MCLItemStack:has_enchantment(name)
return self:get_enchantment(name) > 0
end
function MCLItemStack:durability()
local def = self.stack:get_definition()
if def then
local base_uses = def._mcl_uses
end
end

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MCLMetadata = class()
function MCLMetadata:constructor()
self.fields = {}
end
for _type, default in pairs({string = "", float = 0.0, int = 0}) do
MCLMetadata["set_" .. _type] = function(name, value) do
if value == default then
value = nil
end
self.fields[name] = value
end
MCLMetadata["get_" .. _type] = function(name) do
return self.fields[name] or default
end
end
function MCLMetadata:to_table()
return table.copy(self)
end
function MCLMetadata:from_table(tbl)
self.fields = table.copy(tbl.fields)
end

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MCLMob = class(MCLEntity)
function MCLMob:get_hp()
self:meta():get_float("hp")
end
function MCLMob:set_hp()
self:meta():set_float("hp", hp)
end
function MCLMob:on_damage(hp_change, source, info)
MCLEntity.on_damage(self, hp_change, source, info)
local new_hp = self:get_hp()
if new_hp <= 0 and new_hp + hp_change > 0 then
self:on_death(source)
end
end

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MCLObject = class()
function MCLObject:constructor(obj)
self.object = obj.object or obj
self.IS_MCL_OBJECT = true
end
function MCLObject:on_punch(hitter, time_from_last_punch, tool_capabilities, dir, hp)
local source = MCLDamageSource():punch(nil, hitter)
hp = self:damage_modifier(hp, source) or hp
self.damage_info = {
hp = hp,
source = source,
info = {
tool_capabilities = tool_capabilities,
},
}
return hp
end
-- use this function to deal regular damage to an object (do NOT use :punch() unless toolcaps need to be handled)
function MCLObject:damage(hp, source)
hp = self:damage_modifier(hp, source) or hp
self:set_hp(self:get_hp() - hp)
self.damage_info = {
hp = hp,
source = source,
}
return hp
end
function MCLObject:wield_index()
end
MCLObject:__getter("equipment", function(self)
return MCLEquipment(self:inventory(), self:wield_index())
end)
function MCLObject:get_hp()
return self.object:get_hp()
end
function MCLObject:set_hp(hp)
self.object:set_hp(hp)
end
function MCLObject:add_velocity(vel)
self.object:add_velocity(vel)
end
function MCLObject:death_drop(inventory, listname, index, stack)
minetest.add_item(self.object:get_pos(), stack)
inventory:set_stack(listname, index, nil)
end
function MCLObject:on_death(source)
local inventory = self:inventory()
if inventory then
for listname, list in pairs(inventory:get_lists()) do
for index, stack in pairs(list) do
if stack:get_name() ~= "" and then
self:death_drop(inventory, listname, index, stack)
end
end
end
end
end
function MCLObject:damage_modifier(hp, source)
if self.invulnerable and not source.bypasses_invulnerability then
return 0
end
end
function MCLObject:on_damage(hp_change, source, info)
end
function MCLObject:on_step()
local damage_info = self.damage_info
if damage_info then
self.damage_info = nil
self:on_damage(damage_info.hp, damage_info.source, damage_info.info)
end
end

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mcl_object_mgr = {
players = {}
}
-- functions
function mcl_object_mgr.get(obj)
local rval
if mcl_object_mgr.is_mcl_object(obj) then
rval = obj
elseif mcl_object_mgr.is_player(obj) then
rval = mcl_object_mgr.get_player(obj)
elseif mcl_object_mgr.is_entity(obj) then
rval = mcl_object_mgr.get_entity(obj)
end
return assert(rval, "No matching MCLObject found. This is most likely an error caused by custom mods.")
end
function mcl_object_mgr.is_mcl_object(obj)
return type(obj) == "table" and obj.IS_MCL_OBJECT
end
function mcl_object_mgr.is_player(obj)
return type(obj) == "string" or type(obj) == "userdata" and obj:is_player()
end
function mcl_object_mgr.is_is_entity(obj)
return type(obj) == "table" and obj.object or type(obj) == "userdata" and obj:get_luaentity()
end
function mcl_object_mgr.get_entity(ent)
if type(ent) == "userdata" then
ent = ent:get_luaentity()
end
return ent.mcl_entity
end
function mcl_object_mgr.get_player(name)
if type(name) == "userdata" then
name = name:get_player_name()
end
return mcl_player_mgr.players[name]
end
-- entity wrappers
local function add_entity_wrapper(def, name)
def[name] = function(luaentity, ...)
local func = self.mcl_entity[name]
if func then
return func(self.mcl_entity, ...)
end
end
end
function mcl_object_mgr.register_entity(name, initial_properties, base_class)
local def = {
initial_properties = initial_properties,
on_activate = function(self, ...)
local entity = base_class(self.object)
self.mcl_entity = entity
if entity.on_activate then
entity:on_activate(...)
end
end,
}
add_entity_wrapper(def, "on_deactivate")
add_entity_wrapper(def, "on_step")
add_entity_wrapper(def, "on_death")
add_entity_wrapper(def, "on_rightclick")
add_entity_wrapper(def, "on_attach_child")
add_entity_wrapper(def, "on_detach_child")
add_entity_wrapper(def, "on_detach")
add_entity_wrapper(def, "get_staticdata")
minetest.register_entity(name, def)
end
-- player wrappers
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
mcl_player_mgr.players[name] = MCLPlayer(player)
mcl_player_mgr.players[name]:on_join()
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
mcl_player_mgr.players[name]:on_leave()
mcl_player_mgr.players[name] = nil
end)
local function add_player_wrapper(wrapper, regfunc)
minetest[regfunc or "register_" .. wrapper .. "player"](function(player, ...)
local mclplayer = mcl_player_mgr.players[player:get_player_name()]
local func = mclplayer[funcname or wrapper]
if func then
func(mclplayer, ...)
end
end)
end
add_player_wrapper("on_punch")
add_player_wrapper("on_rightclick")
add_player_wrapper("on_death", "register_on_dieplayer")
add_player_wrapper("on_respawn")
minetest.register_on_player_hpchange(function(player, hp_change, reason))

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MCLPlayer = class(MCLObject)
MCLPlayer:__cache_getter("meta", function(self)
return self.object:get_meta()
end)
MCLPlayer:__cache_getter("inventory", function(self)
return self.object:get_inventory()
end)
MCLPlayer:__override_pipe("death_drop", function(self, inventory, listname, index, stack)
if not mcl_gamerules.keepInventory then
return self, inventory, listname, index, stack
end
end)

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@ -1055,6 +1055,12 @@ minetest.register_on_joinplayer(function(player)
inv:set_size("enderchest", 9*3) inv:set_size("enderchest", 9*3)
end) end)
function MCLPlayer:__override_pipe("death_drop", function(self, inventory, listname, index, stack)
if listname ~= "enderchest" then
return self, inventory, listname, index, stack
end
end)
minetest.register_craft({ minetest.register_craft({
output = 'mcl_chests:ender_chest', output = 'mcl_chests:ender_chest',
recipe = { recipe = {

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@ -105,7 +105,6 @@ mcl_enchanting.enchantments.curse_of_binding = {
inv_tool_tab = false, inv_tool_tab = false,
} }
-- implemented in mcl_death_drop
mcl_enchanting.enchantments.curse_of_vanishing = { mcl_enchanting.enchantments.curse_of_vanishing = {
name = S("Curse of Vanishing"), name = S("Curse of Vanishing"),
max_level = 1, max_level = 1,
@ -124,6 +123,14 @@ mcl_enchanting.enchantments.curse_of_vanishing = {
inv_tool_tab = true, inv_tool_tab = true,
} }
MCLPlayer:__override("death_drop", function(self, inventory, listname, index, stack)
if mcl_enchanting.has_enchantment(stack, "curse_of_vanishing") then
stack = nil
end
return self, inventory, listname, index, stack
end)
-- implemented in mcl_playerplus -- implemented in mcl_playerplus
mcl_enchanting.enchantments.depth_strider = { mcl_enchanting.enchantments.depth_strider = {
name = S("Depth Strider"), name = S("Depth Strider"),

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