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DramaticShapeVoxelMod/assets/docs/buildings/B08-unnamed-building.md
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# B08 - Unnamed building
![Unnamed building](img/B08_x10.png)
`OVERWORLD` tileset, **4 x 6 cells** (8 x 12 tiles of 8px, 64 x 96 px). Appears **6 times** 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..6; tile column c=1..8, 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
+-----+-----+-----+-----+
y1 | A B | B B | B B | B C |
| D E | E E | E E | E D |
+-----+-----+-----+-----+
y2 | D E | E E | E E | E D |
| F G | G G | G G | G H |
+-----+-----+-----+-----+
y3 | I J | J J | J J | J K |
| I L | L L | L L | L K |
+-----+-----+-----+-----+
y4 | I J | J J | J J | J K |
| I L | L L | L L | L K |
+-----+-----+-----+-----+
y5 | I J | J J | J J | J K |
| I L | L L | L L | L K |
+-----+-----+-----+-----+
y6 | I L | L L | L L | L K |
| M N | N N | N N | N O |
+-----+-----+-----+-----+
```
## Same grid, raw tile ids
```
x1 x2 x3 x4
+---------+---------+---------+---------+
y1 | 76 83 | 83 83 | 83 83 | 83 77 |
| 90 18 | 18 18 | 18 18 | 18 90 |
+---------+---------+---------+---------+
y2 | 90 18 | 18 18 | 18 18 | 18 90 |
| 92 23 | 23 23 | 23 23 | 23 93 |
+---------+---------+---------+---------+
y3 | 15 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+
y4 | 15 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+
y5 | 15 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+
y6 | 15 75 | 75 75 | 75 75 | 75 31 |
| 78 26 | 26 26 | 26 26 | 26 79 |
+---------+---------+---------+---------+
```
As a 1-based Lua array, `rows[r][c]`:
```lua
local rows = {
{ 76, 83, 83, 83, 83, 83, 83, 77 }, -- r1
{ 90, 18, 18, 18, 18, 18, 18, 90 }, -- r2
{ 90, 18, 18, 18, 18, 18, 18, 90 }, -- r3
{ 92, 23, 23, 23, 23, 23, 23, 93 }, -- r4
{ 15, 10, 10, 10, 10, 10, 10, 31 }, -- r5
{ 15, 75, 75, 75, 75, 75, 75, 31 }, -- r6
{ 15, 10, 10, 10, 10, 10, 10, 31 }, -- r7
{ 15, 75, 75, 75, 75, 75, 75, 31 }, -- r8
{ 15, 10, 10, 10, 10, 10, 10, 31 }, -- r9
{ 15, 75, 75, 75, 75, 75, 75, 31 }, -- r10
{ 15, 75, 75, 75, 75, 75, 75, 31 }, -- r11
{ 78, 26, 26, 26, 26, 26, 26, 79 }, -- r12
}
```
## Legend
_Legend pending._
- `A` = tile 76, used 1x
- `B` = tile 83, used 6x
- `C` = tile 77, used 1x
- `D` = tile 90, used 4x
- `E` = tile 18, used 12x
- `F` = tile 92, used 1x
- `G` = tile 23, used 6x
- `H` = tile 93, used 1x
- `I` = tile 15, used 7x
- `J` = tile 10, used 18x
- `K` = tile 31, used 7x
- `L` = tile 75, used 24x
- `M` = tile 78, used 1x
- `N` = tile 26, used 6x
- `O` = tile 79, used 1x
![distinct tiles](img/B08_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 SOLID SOLID
y5 SOLID SOLID SOLID SOLID
y6 SOLID SOLID SOLID SOLID
```
Every cell is solid - this building has no door of its own.
## Silhouette
322 of the 6144 px inside the box are ground outside the black outline, so the 64x96 box is **not** a solid rectangle - a pixel-perfect cutout has to follow the outline. Terrain pixels by tile row:
```
r1 c1:25px, c8:25px
r2 c1:24px, c8:24px
r3 c1:24px, c8:24px
r4 c1:24px, c8:24px
r5 c1:8px, c8:8px
r6 c1:8px, c8:8px
r7 c1:8px, c8:8px
r8 c1:8px, c8:8px
r9 c1:8px, c8:8px
r10 c1:8px, c8:8px
r11 c1:8px, c8:8px
r12 c1:8px, c8:8px
```
## Where it stands
| map | cell (x,y) | door | leads to |
| --- | --- | --- | --- |
| CELADON_CITY | (2,4) | - | scenery, no entrance |
| SAFFRON_CITY | (6,16) | - | scenery, no entrance |
| SAFFRON_CITY | (10,16) | - | scenery, no entrance |
| SAFFRON_CITY | (24,16) | - | scenery, no entrance |
| SAFFRON_CITY | (28,16) | - | scenery, no entrance |
| SAFFRON_CITY | (32,16) | - | scenery, no entrance |