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DramaticShapeVoxelMod/assets/docs/buildings/B33-unnamed-building.md
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# B33 - Unnamed building
![Unnamed building](img/B33_x10.png)
`OVERWORLD` tileset, **4 x 4 cells** (8 x 8 tiles of 8px, 64 x 64 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..4, y=1..4; tile column c=1..8, tile row r=1..8. 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 | C C | C C | D E |
| F G | H H | H H | G I |
+-----+-----+-----+-----+
y2 | F G | H H | H H | G I |
| F J | K K | K K | L I |
+-----+-----+-----+-----+
y3 | M N | O O | O O | P Q |
| R S | S S | S S | S T |
+-----+-----+-----+-----+
y4 | R O | O O | U V | O T |
| W X | X X | * Y | X Z |
+-----+-----+-----+-----+
```
## Same grid, raw tile ids
```
x1 x2 x3 x4
+---------+---------+---------+---------+
y1 | 5 6 | 83 83 | 83 83 | 8 9 |
| 21 56 | 18 18 | 18 18 | 56 25 |
+---------+---------+---------+---------+
y2 | 21 56 | 18 18 | 18 18 | 56 25 |
| 21 22 | 23 23 | 23 23 | 24 25 |
+---------+---------+---------+---------+
y3 | 37 38 | 10 10 | 10 10 | 40 41 |
| 15 34 | 34 34 | 34 34 | 34 31 |
+---------+---------+---------+---------+
y4 | 15 10 | 10 10 | 11 12 | 10 31 |
| 78 26 | 26 26 | 27 28 | 26 79 |
+---------+---------+---------+---------+
```
As a 1-based Lua array, `rows[r][c]`:
```lua
local rows = {
{ 5, 6, 83, 83, 83, 83, 8, 9 }, -- r1
{ 21, 56, 18, 18, 18, 18, 56, 25 }, -- r2
{ 21, 56, 18, 18, 18, 18, 56, 25 }, -- r3
{ 21, 22, 23, 23, 23, 23, 24, 25 }, -- r4
{ 37, 38, 10, 10, 10, 10, 40, 41 }, -- r5
{ 15, 34, 34, 34, 34, 34, 34, 31 }, -- r6
{ 15, 10, 10, 10, 11, 12, 10, 31 }, -- r7
{ 78, 26, 26, 26, 27, 28, 26, 79 }, -- r8
}
```
## Legend
_Legend pending._
- `*` = tile 27, used 1x
- `A` = tile 5, used 1x
- `B` = tile 6, used 1x
- `C` = tile 83, used 4x
- `D` = tile 8, used 1x
- `E` = tile 9, used 1x
- `F` = tile 21, used 3x
- `G` = tile 56, used 4x
- `H` = tile 18, used 8x
- `I` = tile 25, used 3x
- `J` = tile 22, used 1x
- `K` = tile 23, used 4x
- `L` = tile 24, used 1x
- `M` = tile 37, used 1x
- `N` = tile 38, used 1x
- `O` = tile 10, used 8x
- `P` = tile 40, used 1x
- `Q` = tile 41, used 1x
- `R` = tile 15, used 2x
- `S` = tile 34, used 6x
- `T` = tile 31, used 2x
- `U` = tile 11, used 1x
- `V` = tile 12, used 1x
- `W` = tile 78, used 1x
- `X` = tile 26, used 4x
- `Y` = tile 28, used 1x
- `Z` = tile 79, used 1x
![distinct tiles](img/B33_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 SOLID SOLID SOLID
y3 SOLID SOLID SOLID SOLID
y4 SOLID SOLID DOOR SOLID
```
Enterable cell: (3,4).
## Silhouette
186 of the 4096 px inside the box are ground outside the black outline, so the 64x64 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, c7:16px, c8:48px
r5 c1:5px, c8:5px
r6 c1:8px, c8:8px
r7 c1:8px, c8:8px
r8 c1:8px, c8:8px
```
## Where it stands
| map | cell (x,y) | door | leads to |
| --- | --- | --- | --- |
| ROUTE_5 | (8,18) | (10,21) | `DAYCARE` |