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SC2 Map Editor MCP

An MCP server that lets a coding agent inspect and edit StarCraft II maps and mods by manipulating their file contents directly, instead of driving the Galaxy Editor UI.

Status: pre-release. Most of PLAN.md is implemented, with the gaps stated explicitly rather than glossed. Read Current capabilities, or ask a running server via sc2_get_server_info — that is the authoritative answer for a particular build and machine.

Current capabilities

The server reports this itself via sc2_get_server_info — that is the authoritative answer for a running build. As of now:

Subsystem

Read

Write

Notes

Workspace staging

Unpacked document directories only

Component inventory

⚠️

ComponentList is read-only; DocumentInfo fields and the dependency chain are writable

GameData catalogs

Search, inspect, resolve inheritance, find references, patch/clone/create/delete. Own document only — dependencies are not loaded

MPQ archives (.SC2Map, .SC2Mod)

Byte-identical round trips on real ladder maps, and maps packed here open in the editor — see docs/native-helper.md

Galaxy scripts

Parse, symbols, syntax diagnostics, safe text patching. No type checking — needs the game's natives. Requires the vendored toolkit to be built

Triggers

⚠️

Structure, names, search. Renaming only — structural editing deliberately not implemented

Localization

Text tables, preserving BOM and CRLF exactly

SC2Layout

Phase 10

Placed objects / regions

Both are XML, not binary. Place, move, delete — round-tripped through the editor. Terrain height is not consulted

Terrain

⚠️

Descriptor only (tile set, dimensions, cliff sets). Bulk data reported by magic/version/size, never decoded

Editor launch

n/a

Opens a document in the Galaxy Editor; reads its logs. Automatic test-map launching is not provided — no reliable mechanism verified

Why the gaps are where they are, and what "⚠️" means in each row: docs/capabilities.md.

Packed archives work end to end: an existing map opened from a .SC2Map, extended here, repacked here, and opened in the Galaxy Editor loads as a real document, with the editor resolving the added catalogs by name. Building the helper needs a C++ toolchain and the Windows SDK (scripts/build-native.ps1); without it capabilities.mpq reports false and packed archives are refused with a clear error.

Dependencies: local ones load, Blizzard's do not. A .SC2Mod directory beside your map is indexed, and its objects become visible for inheritance and references - read-only, since this server never modifies dependency archives. Blizzard's stock mods live inside the installation's CASC store, which this build cannot read; they are reported as in-casc rather than missing, because that is a very different thing from your map being broken.

Tools

Tool

Read-only

Purpose

sc2_get_server_info

yes

Versions, configuration, capability matrix, limitations

sc2_detect_installations

yes

Find StarCraft II without scanning the disk

sc2_open_document

no

Stage a document, get a workspace_id

sc2_get_document_summary

yes

Kind, counts, components, dependencies, diagnostics, known gaps

sc2_list_workspaces

yes

Recover a workspace_id after a reconnect

sc2_list_components

yes

Parse ComponentList.SC2Components; resolve each entry to real files

sc2_get_document_info

yes

Name, author, mod type, icon, screenshots, dependencies

sc2_get_dependencies

yes

Dependency chain in resolution order

sc2_list_component_types

yes

Reference table of component type codes

sc2_list_catalog_domains

yes

Catalog domains present, with entry counts

sc2_search_catalog

yes

Find catalog objects by id, filtered by domain

sc2_get_catalog_object

yes

One object's own declaration, plus verbatim XML

sc2_resolve_catalog_object

yes

Effective values with inheritance, and where each came from

sc2_find_catalog_references

yes

What refers to an object, and whether it is shared

sc2_patch_catalog_object

no

Field-level edits by path, with shared-object warnings

sc2_clone_catalog_object

no

Copy an object under a new id, byte-for-byte

sc2_create_catalog_object

no

Add a new object, ideally with a parent

sc2_delete_catalog_object

no

Remove an object; refuses while referenced

sc2_list_locales

yes

Locales and text tables present

sc2_search_text_keys

yes

Search a text table by key or value

sc2_get_text_value

yes

Read one localized string

sc2_set_text_value

no

Create or update localized strings

sc2_delete_text_key

no

Remove localized strings

sc2_copy_text_key

no

Copy strings between keys or locales

sc2_find_missing_localization

yes

Catalog objects with no display name

sc2_launch_editor

no

Open a document in the Galaxy Editor to confirm it loads

sc2_get_editor_logs

yes

List or read the editor's own logs

sc2_get_user_maps

yes

The user's Maps folder, resolved through the registry

sc2_list_galaxy_files

yes

Scripts in the document; flags the generated MapScript

sc2_get_galaxy_file

yes

Read a script, optionally by line range

sc2_get_galaxy_symbols

yes

Functions, variables, structs, includes

sc2_get_galaxy_diagnostics

yes

Syntax errors with line and column

sc2_apply_galaxy_patch

no

Exact-text edit, refused if it breaks the parse

sc2_create_galaxy_file

no

Add a library, syntax-checked first

sc2_list_triggers

yes

The trigger tree with names resolved

sc2_get_trigger

yes

One element: type, name, contents, referrers, raw XML

sc2_search_triggers

yes

Find trigger elements by name

sc2_rename_trigger

no

Rename an element (edits TriggerStrings only)

sc2_list_placed_objects

yes

Units, doodads, and points on the map

sc2_place_object

no

Place a unit, doodad, or point with the next free id

sc2_update_object

no

Move, rotate, or rescale a placed object

sc2_delete_object

no

Remove a placed object

sc2_list_regions

yes

Regions with their shapes

sc2_create_region

no

Add a region with the next free id

sc2_update_region

no

Move or rename a region

sc2_delete_region

no

Remove a region

sc2_add_dependency

no

Append a dependency; later entries win in load order

sc2_remove_dependency

no

Remove a dependency, matched by its file: half

sc2_set_document_info

no

Set a single-valued DocInfo field such as ModType

sc2_get_terrain_summary

yes

Terrain descriptor plus binary component headers

sc2_create_unit_from_template

no

Clone a unit with a name, stats, and its own weapon

sc2_set_unit_weapon_damage

no

Change one unit's damage without touching units that share it

sc2_isolate_shared_object

no

Give one owner its own copy of something shared

sc2_check_shared_object

yes

Would editing this reach beyond one owner?

sc2_validate_document

yes

Every check this build has, per category, with unchecked ones named

sc2_commit_document

no

Write the staged document out, with backup and preflight

sc2_diff_workspace

yes

Unified diff against the source, or against a snapshot

sc2_get_changes

yes

Change history, with the snapshot taken before each

sc2_revert_change

no

Undo the most recent change

sc2_create_snapshot

no

Pin a known-good state

sc2_list_snapshots

yes

Snapshots held for a workspace

sc2_restore_snapshot

no

Roll the staging tree back to a snapshot

sc2_list_files

yes

Paginated listing of the staged tree

sc2_read_file

yes

Read one staged file (text, or base64 for binary)

sc2_search_files

yes

Literal substring search across staged text files

sc2_discard_workspace

no

Delete the staging copy; source untouched

The safety model

This is a program that edits your maps on a language model's instructions, so the defaults are conservative:

  • Your source is never modified. sc2_open_document copies the document into a server-owned staging directory. Every edit lands there. sc2_commit_document is the only way anything leaves it, and it refuses on three independent grounds — validation errors, the source having changed underneath you, and an occupied destination — each of which has to be waived separately.

  • Paths are allowlisted. Nothing outside allowedRoots can be read or written. Paths are canonicalised first, so symlinks cannot be used to escape.

  • Nothing runs a shell. External programs are spawned with argument arrays, a timeout, and a trimmed environment. There is no "run this command" tool.

  • Unimplemented means unimplemented. A capability flag is only true when the code exists and its backend is present on this machine. The server would rather tell you it cannot do something than guess.

  • Shared objects are never edited by accident. Twenty units share one weapon. Asking to change "this unit's damage" clones the chain, rewires only that unit, and tells you exactly what it copied — unless you explicitly ask to modify the shared original.

  • Edits are lossless, previewable, and reversible. XML changes splice exact byte ranges, so everything outside the edit — comments, attribute order, CRLF endings, whether the file ends in a newline — comes out identical. Every mutation snapshots first, supports dry_run, produces a unified diff, rolls back completely if any part fails, and can be reverted afterwards.

Requirements

  • Node.js 22 or newer (developed against 26)

  • pnpm 10

  • Windows, for anything involving StarCraft II itself. The core is cross-platform; editor integration is not.

Getting started

pnpm install
pnpm run verify

verify runs lint, typecheck, build, and the full test suite — including an integration test that spawns the built server as a real child process and speaks MCP to it over stdio.

To read or write packed .SC2Map archives you also need the sc2mpq sidecar, which is built rather than shipped — it is a native binary, and a committed one would carry the build machine's paths. Fetch the pinned StormLib and compile it:

pwsh scripts/bootstrap.ps1 -Only StormLib
pwsh scripts/build-native.ps1

This needs CMake, the MSVC toolset and the Windows SDK; see docs/native-helper.md, which explains what fails without them. Everything except packed-archive support works fine if you skip it — capabilities.mpq simply reports false.

Create a config file (see docs/configuration.md):

node apps/sc2-mcp-server/dist/main.js doctor

doctor prints the resolved configuration, the detected StarCraft II installation, and the capability matrix. It exits non-zero when the server would be unable to do anything useful — for example when no allowed roots are configured.

Connecting an MCP client

The server speaks MCP over stdio. Point your client at the built entry point:

{
  "mcpServers": {
    "sc2": {
      "command": "node",
      "args": ["C:\\path\\to\\SC2EditorMCP\\apps\\sc2-mcp-server\\dist\\main.js"],
      "env": {
        "SC2MCP_ALLOWED_ROOTS": "C:\\Users\\me\\OneDrive\\Documents\\StarCraft II\\Maps"
      }
    }
  }
}

Repository layout

apps/sc2-mcp-server/     MCP protocol layer: tools, schemas, error translation, stdio entry
packages/sc2-core/       Domain layer: config, path guard, workspace staging, MPQ adapter
packages/sc2-test-utils/ Test fixtures and temp-directory helpers
native/sc2mpq/           C++ MPQ sidecar (StormLib), built separately
docs/                    capabilities.md, sc2-formats.md, native-helper.md, galaxy.md
docs/adr/                Architecture decision records
vendor/PINS.json         Pinned upstream sources (checkouts are gitignored)
scripts/                 bootstrap.ps1 (fetch pins), build-native.ps1 (build the sidecar)
tests/                   Cross-package integration tests

The layering rule (PLAN.md §4): tool handlers validate input, call a domain service, and translate the result. SC2 parsing never lives in a tool handler.

Licensing and content

MIT — see LICENSE. Trademark and third-party notices are in NOTICE.md; this project is not affiliated with or endorsed by Blizzard Entertainment.

No Blizzard assets, extracted game data, or copyrighted map content is included in this repository, and none will be. Test fixtures are project-authored placeholders — useful for exercising staging and transaction machinery, useless for validating format parsers, which must be checked against real editor output.

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license - not tested
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quality - not tested
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