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DramaticShapeVoxelMod/assets/docs/buildings/B26-unnamed-building.md
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# B26 - Unnamed building
![Unnamed building](img/B26_x6.png)
`OVERWORLD` tileset, **6 x 6 cells** (12 x 12 tiles of 8px, 96 x 96 px). Appears **1 time** in the game. Tile ids index `assets/generated/tilesets/overworld.png`, 16 per row.
Coordinates are 1-based and local to the building: cell x=1..6, y=1..6; tile column c=1..12, tile row r=1..12. No terrain padding is included - edge rows and columns that were pure ground have been trimmed.
## Symbol grid
```
x1 x2 x3 x4 x5 x6
+-----+-----+-----+-----+-----+-----+
y1 | A B | C C | C C | C C | C C | D E |
| F G | H H | H H | H H | H H | G I |
+-----+-----+-----+-----+-----+-----+
y2 | F G | H H | H H | H H | H H | G I |
| F J | K K | K K | K K | K K | L I |
+-----+-----+-----+-----+-----+-----+
y3 | F G | H H | H H | H H | H H | G I |
| F G | H H | H H | H H | H H | G I |
+-----+-----+-----+-----+-----+-----+
y4 | F J | K K | K K | K K | K K | L I |
| M N | O O | O O | O O | O O | P Q |
+-----+-----+-----+-----+-----+-----+
y5 | R S | S S | S S | S S | S S | S T |
| R U | U U | U U | U U | U U | U T |
+-----+-----+-----+-----+-----+-----+
y6 | R S | S S | S S | S S | S S | S T |
| R U | U U | U U | U U | U U | U T |
+-----+-----+-----+-----+-----+-----+
```
## Same grid, raw tile ids
```
x1 x2 x3 x4 x5 x6
+---------+---------+---------+---------+---------+---------+
y1 | 5 6 | 83 83 | 83 83 | 83 83 | 83 83 | 8 9 |
| 21 56 | 18 18 | 18 18 | 18 18 | 18 18 | 56 25 |
+---------+---------+---------+---------+---------+---------+
y2 | 21 56 | 18 18 | 18 18 | 18 18 | 18 18 | 56 25 |
| 21 22 | 23 23 | 23 23 | 23 23 | 23 23 | 24 25 |
+---------+---------+---------+---------+---------+---------+
y3 | 21 56 | 18 18 | 18 18 | 18 18 | 18 18 | 56 25 |
| 21 56 | 18 18 | 18 18 | 18 18 | 18 18 | 56 25 |
+---------+---------+---------+---------+---------+---------+
y4 | 21 22 | 23 23 | 23 23 | 23 23 | 23 23 | 24 25 |
| 37 38 | 34 34 | 34 34 | 34 34 | 34 34 | 40 41 |
+---------+---------+---------+---------+---------+---------+
y5 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+
y6 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+
```
As a 1-based Lua array, `rows[r][c]`:
```lua
local rows = {
{ 5, 6, 83, 83, 83, 83, 83, 83, 83, 83, 8, 9 }, -- r1
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 }, -- r2
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 }, -- r3
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 }, -- r4
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 }, -- r5
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 }, -- r6
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 }, -- r7
{ 37, 38, 34, 34, 34, 34, 34, 34, 34, 34, 40, 41 }, -- r8
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r9
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r10
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r11
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r12
}
```
## Legend
_Legend pending._
- `A` = tile 5, used 1x
- `B` = tile 6, used 1x
- `C` = tile 83, used 8x
- `D` = tile 8, used 1x
- `E` = tile 9, used 1x
- `F` = tile 21, used 6x
- `G` = tile 56, used 8x
- `H` = tile 18, used 32x
- `I` = tile 25, used 6x
- `J` = tile 22, used 2x
- `K` = tile 23, used 16x
- `L` = tile 24, used 2x
- `M` = tile 37, used 1x
- `N` = tile 38, used 1x
- `O` = tile 34, used 8x
- `P` = tile 40, used 1x
- `Q` = tile 41, used 1x
- `R` = tile 15, used 4x
- `S` = tile 10, used 20x
- `T` = tile 31, used 4x
- `U` = tile 75, used 20x
![distinct tiles](img/B26_atlas.png)
## Collision
Cell walkability reads the **bottom-left 8px tile** of each cell (`src/world/Map.lua:6`):
```
y1 SOLID SOLID SOLID SOLID SOLID SOLID
y2 SOLID SOLID SOLID SOLID SOLID SOLID
y3 SOLID SOLID SOLID SOLID SOLID SOLID
y4 SOLID SOLID SOLID SOLID SOLID SOLID
y5 SOLID SOLID SOLID SOLID SOLID SOLID
y6 SOLID SOLID SOLID SOLID SOLID SOLID
```
Every cell is solid - this building has no door of its own.
## Silhouette
1170 of the 9216 px inside the box are ground outside the black outline, so the 96x96 box is **not** a solid rectangle - a pixel-perfect cutout has to follow the outline. Terrain pixels by tile row:
```
r1 c1:48px, c2:16px, c11:16px, c12:48px
r8 c1:6px, c2:23px, c3:24px, c4:24px, c5:24px, c6:24px, c7:24px, c8:24px, c9:24px, c10:24px, c11:23px, c12:6px
r9 c1:24px, c12:24px
r10 c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px
r11 c1:24px, c12:24px
r12 c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px
```
## Where it stands
| map | cell (x,y) | door | leads to |
| --- | --- | --- | --- |
| ROUTE_10 | (12,66) | - | scenery, no entrance |