5.3 KiB
B32 - Unnamed building
SHIP_PORT tileset, 8 x 3 cells (16 x 6 tiles of 8px, 128 x 48 px). Appears 1 time in the game. Tile ids index assets/generated/tilesets/ship_port.png, 16 per row.
Coordinates are 1-based and local to the building: cell x=1..8, y=1..3; tile column c=1..16, tile row r=1..6. No terrain padding is included - edge rows and columns that were pure ground have been trimmed.
Symbol grid
x1 x2 x3 x4 x5 x6 x7 x8
+-----+-----+-----+-----+-----+-----+-----+-----+
y1 | A A | B C | D E | F G | H H | I I | J K | L M |
| N O | P Q | R S | T U | V W | V W | X Y | Z a |
+-----+-----+-----+-----+-----+-----+-----+-----+
y2 | b c | d e | f g | h i | j k | j k | l m | n o |
| p c | d q | r s | t u | v w | v w | x y | x o |
+-----+-----+-----+-----+-----+-----+-----+-----+
y3 | z 0 | 1 2 | 3 4 | 4 4 | 4 4 | 4 4 | 4 5 | 6 7 |
| A 8 | 9 ! | # # | # # | # # | # # | # $ | % & |
+-----+-----+-----+-----+-----+-----+-----+-----+
Same grid, raw tile ids
x1 x2 x3 x4 x5 x6 x7 x8
+---------+---------+---------+---------+---------+---------+---------+---------+
y1 | 20 20 | 2 3 | 4 5 | 6 7 | 9 9 | 11 11 | 12 13 | 14 15 |
| 16 17 | 18 19 | 0 21 | 22 23 | 24 25 | 24 25 | 28 29 | 30 31 |
+---------+---------+---------+---------+---------+---------+---------+---------+
y2 | 32 33 | 34 35 | 36 37 | 38 39 | 40 41 | 40 41 | 44 45 | 46 47 |
| 48 33 | 34 51 | 52 53 | 54 55 | 56 57 | 56 57 | 62 61 | 62 47 |
+---------+---------+---------+---------+---------+---------+---------+---------+
y3 | 64 65 | 66 67 | 68 69 | 69 69 | 69 69 | 69 69 | 69 77 | 78 79 |
| 20 81 | 82 83 | 85 85 | 85 85 | 85 85 | 85 85 | 85 93 | 90 91 |
+---------+---------+---------+---------+---------+---------+---------+---------+
As a 1-based Lua array, rows[r][c]:
local rows = {
{ 20, 20, 2, 3, 4, 5, 6, 7, 9, 9, 11, 11, 12, 13, 14, 15 }, -- r1
{ 16, 17, 18, 19, 0, 21, 22, 23, 24, 25, 24, 25, 28, 29, 30, 31 }, -- r2
{ 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 40, 41, 44, 45, 46, 47 }, -- r3
{ 48, 33, 34, 51, 52, 53, 54, 55, 56, 57, 56, 57, 62, 61, 62, 47 }, -- r4
{ 64, 65, 66, 67, 68, 69, 69, 69, 69, 69, 69, 69, 69, 77, 78, 79 }, -- r5
{ 20, 81, 82, 83, 85, 85, 85, 85, 85, 85, 85, 85, 85, 93, 90, 91 }, -- r6
}
Legend
Legend pending.
!= tile 83, used 1x#= tile 85, used 9x$= tile 93, used 1x%= tile 90, used 1x&= tile 91, used 1x0= tile 65, used 1x1= tile 66, used 1x2= tile 67, used 1x3= tile 68, used 1x4= tile 69, used 8x5= tile 77, used 1x6= tile 78, used 1x7= tile 79, used 1x8= tile 81, used 1x9= tile 82, used 1xA= tile 20, used 3xB= tile 2, used 1xC= tile 3, used 1xD= tile 4, used 1xE= tile 5, used 1xF= tile 6, used 1xG= tile 7, used 1xH= tile 9, used 2xI= tile 11, used 2xJ= tile 12, used 1xK= tile 13, used 1xL= tile 14, used 1xM= tile 15, used 1xN= tile 16, used 1xO= tile 17, used 1xP= tile 18, used 1xQ= tile 19, used 1xR= tile 0, used 1xS= tile 21, used 1xT= tile 22, used 1xU= tile 23, used 1xV= tile 24, used 2xW= tile 25, used 2xX= tile 28, used 1xY= tile 29, used 1xZ= tile 30, used 1xa= tile 31, used 1xb= tile 32, used 1xc= tile 33, used 2xd= tile 34, used 2xe= tile 35, used 1xf= tile 36, used 1xg= tile 37, used 1xh= tile 38, used 1xi= tile 39, used 1xj= tile 40, used 2xk= tile 41, used 2xl= tile 44, used 1xm= tile 45, used 1xn= tile 46, used 1xo= tile 47, used 2xp= tile 48, used 1xq= tile 51, used 1xr= tile 52, used 1xs= tile 53, used 1xt= tile 54, used 1xu= tile 55, used 1xv= tile 56, used 2xw= tile 57, used 2xx= tile 62, used 2xy= tile 61, used 1xz= tile 64, used 1x
Collision
Cell walkability reads the bottom-left 8px tile of each cell (src/world/Map.lua:6):
y1 SOLID SOLID SOLID SOLID SOLID SOLID SOLID SOLID
y2 SOLID SOLID SOLID SOLID SOLID SOLID SOLID SOLID
y3 SOLID SOLID SOLID SOLID SOLID SOLID SOLID SOLID
Every cell is solid - this building has no door of its own.
Silhouette
315 of the 6144 px inside the box are ground outside the black outline, so the 128x48 box is not a solid rectangle - a pixel-perfect cutout has to follow the outline. Terrain pixels by tile row:
r1 c1:22px, c2:20px, c3:20px, c4:19px, c5:13px, c6:3px, c8:4px, c11:9px, c12:9px, c13:11px, c14:18px, c15:18px, c16:22px
r2 c1:20px, c2:8px, c16:4px
r3 c1:5px
r5 c1:16px, c16:2px
r6 c1:25px, c2:23px, c3:6px, c4:1px, c16:17px
Where it stands
| map | cell (x,y) | door | leads to |
|---|---|---|---|
| VERMILION_DOCK | (10,3) | - | scenery, no entrance |

