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DramaticShapeVoxelMod/assets/docs/buildings/B12-unnamed-building.md
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# B12 - Unnamed building
![Unnamed building](img/B12_x10.png)
`FOREST` tileset, **4 x 2 cells** (8 x 4 tiles of 8px, 64 x 32 px). Appears **5 times** in the game. Tile ids index `assets/generated/tilesets/forest.png`, 16 per row.
Coordinates are 1-based and local to the building: cell x=1..4, y=1..2; tile column c=1..8, tile row r=1..4. No terrain padding is included - edge rows and columns that were pure ground have been trimmed.
## Symbol grid
```
x1 x2 x3 x4
+-----+-----+-----+-----+
y1 | A B | B B | B B | B C |
| D E | E E | E E | E F |
+-----+-----+-----+-----+
y2 | G H | I J | K K | H L |
| M H | * N | H H | H O |
+-----+-----+-----+-----+
```
## Same grid, raw tile ids
```
x1 x2 x3 x4
+---------+---------+---------+---------+
y1 | 8 9 | 9 9 | 9 9 | 9 12 |
| 24 25 | 25 25 | 25 25 | 25 28 |
+---------+---------+---------+---------+
y2 | 40 41 | 42 43 | 1 1 | 41 44 |
| 56 41 | 58 59 | 41 41 | 41 60 |
+---------+---------+---------+---------+
```
As a 1-based Lua array, `rows[r][c]`:
```lua
local rows = {
{ 8, 9, 9, 9, 9, 9, 9, 12 }, -- r1
{ 24, 25, 25, 25, 25, 25, 25, 28 }, -- r2
{ 40, 41, 42, 43, 1, 1, 41, 44 }, -- r3
{ 56, 41, 58, 59, 41, 41, 41, 60 }, -- r4
}
```
## Legend
_Legend pending._
- `*` = tile 58, used 1x
- `A` = tile 8, used 1x
- `B` = tile 9, used 6x
- `C` = tile 12, used 1x
- `D` = tile 24, used 1x
- `E` = tile 25, used 6x
- `F` = tile 28, used 1x
- `G` = tile 40, used 1x
- `H` = tile 41, used 6x
- `I` = tile 42, used 1x
- `J` = tile 43, used 1x
- `K` = tile 1, used 2x
- `L` = tile 44, used 1x
- `M` = tile 56, used 1x
- `N` = tile 59, used 1x
- `O` = tile 60, used 1x
![distinct tiles](img/B12_atlas.png)
## Collision
Cell walkability reads the **bottom-left 8px tile** of each cell (`src/world/Map.lua:6`):
```
y1 SOLID SOLID SOLID SOLID
y2 SOLID DOOR SOLID SOLID
```
Enterable cell: (2,2).
## Silhouette
101 of the 2048 px inside the box are ground outside the black outline, so the 64x32 box is **not** a solid rectangle - a pixel-perfect cutout has to follow the outline. Terrain pixels by tile row:
```
r1 c1:17px, c8:17px
r2 c1:16px, c8:17px
r3 c1:10px, c8:8px
r4 c1:8px, c8:8px
```
## Where it stands
| map | cell (x,y) | door | leads to |
| --- | --- | --- | --- |
| SAFARI_ZONE_CENTER | (16,18) | (17,19) | `SAFARI_ZONE_CENTER_REST_HOUSE` |
| SAFARI_ZONE_EAST | (24,8) | (25,9) | `SAFARI_ZONE_EAST_REST_HOUSE` |
| SAFARI_ZONE_NORTH | (34,2) | (35,3) | `SAFARI_ZONE_NORTH_REST_HOUSE` |
| SAFARI_ZONE_WEST | (2,2) | (3,3) | `SAFARI_ZONE_SECRET_HOUSE` |
| SAFARI_ZONE_WEST | (10,10) | (11,11) | `SAFARI_ZONE_WEST_REST_HOUSE` |