feat: expose block state properties through MCP

This commit is contained in:
Anon 2026-08-11 14:51:13 +02:00
parent 1fd4b0244d
commit f1d844afbe
8 changed files with 4733 additions and 10 deletions

View file

@ -1,4 +1,5 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
namespace MinecraftClient.Mapping.BlockPalettes
{
@ -23,6 +24,46 @@ namespace MinecraftClient.Mapping.BlockPalettes
return Material.Air;
}
/// <summary>
/// Get block-state properties for a modern block state ID.
/// </summary>
/// <param name="stateId">Raw block state ID.</param>
/// <returns>Block-state property names and values, or an empty map when unavailable.</returns>
public IReadOnlyDictionary<string, string> GetStateProperties(int stateId)
{
BlockStateDefinition[] definitions = GetStateDefinitions();
int low = 0;
int high = definitions.Length - 1;
while (low <= high)
{
int middle = low + ((high - low) / 2);
BlockStateDefinition definition = definitions[middle];
if (stateId < definition.FirstStateId)
{
high = middle - 1;
}
else if (stateId > definition.LastStateId)
{
low = middle + 1;
}
else
{
return definition.GetProperties(stateId);
}
}
return BlockStateDefinition.EmptyProperties;
}
/// <summary>
/// Get compact block-state definitions sorted by their first state ID.
/// </summary>
protected virtual BlockStateDefinition[] GetStateDefinitions()
{
return Array.Empty<BlockStateDefinition>();
}
/// <summary>
/// Returns TRUE if block ID uses old metadata encoding with ID and Meta inside one ushort
/// Only Palette112 should override this.

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@ -0,0 +1,71 @@
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
namespace MinecraftClient.Mapping.BlockPalettes
{
/// <summary>
/// Compact description of the property combinations in a contiguous block-state range.
/// </summary>
public sealed class BlockStateDefinition
{
private static readonly IReadOnlyDictionary<string, string> s_emptyProperties =
new ReadOnlyDictionary<string, string>(new Dictionary<string, string>());
private readonly BlockStatePropertyDefinition[] _properties;
public int FirstStateId { get; }
public int LastStateId { get; }
public static IReadOnlyDictionary<string, string> EmptyProperties => s_emptyProperties;
public BlockStateDefinition(int firstStateId, int stateCount, BlockStatePropertyDefinition[] properties)
{
ArgumentOutOfRangeException.ThrowIfNegative(firstStateId);
ArgumentOutOfRangeException.ThrowIfNegativeOrZero(stateCount);
ArgumentNullException.ThrowIfNull(properties);
FirstStateId = firstStateId;
LastStateId = checked(firstStateId + stateCount - 1);
_properties = properties;
}
public IReadOnlyDictionary<string, string> GetProperties(int stateId)
{
if (stateId < FirstStateId || stateId > LastStateId)
return EmptyProperties;
int offset = stateId - FirstStateId;
Dictionary<string, string> result = new(_properties.Length, StringComparer.Ordinal);
for (int i = 0; i < _properties.Length; i++)
{
BlockStatePropertyDefinition property = _properties[i];
int valueIndex = (offset / property.Stride) % property.Values.Length;
result[property.Name] = property.Values[valueIndex];
}
return result;
}
}
/// <summary>
/// Property name and its values in Minecraft's block-state iteration order.
/// </summary>
public sealed class BlockStatePropertyDefinition
{
public string Name { get; }
public string[] Values { get; }
public int Stride { get; }
public BlockStatePropertyDefinition(string name, string[] values, int stride)
{
ArgumentException.ThrowIfNullOrEmpty(name);
ArgumentNullException.ThrowIfNull(values);
if (values.Length == 0)
throw new ArgumentException("A block-state property must define at least one value.", nameof(values));
ArgumentOutOfRangeException.ThrowIfNegativeOrZero(stride);
Name = name;
Values = values;
Stride = stride;
}
}
}

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