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DramaticShapeVoxelMod/assets/docs/buildings/B14-unnamed-building.md
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# B14 - Unnamed building
![Unnamed building](img/B14_x6.png)
`OVERWORLD` tileset, **6 x 6 cells** (12 x 12 tiles of 8px, 96 x 96 px). Appears **3 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..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 | B B | B B | B B | B B | B C |
| D E | E E | E E | E E | E E | E D |
+-----+-----+-----+-----+-----+-----+
y2 | D E | E E | E E | E E | E E | E D |
| F G | G G | G G | G G | G G | G H |
+-----+-----+-----+-----+-----+-----+
y3 | I J | J J | J J | J J | J J | J K |
| I L | L L | L L | L L | L L | L K |
+-----+-----+-----+-----+-----+-----+
y4 | I J | J J | J J | J J | J J | J K |
| I L | L L | L L | L L | L L | L K |
+-----+-----+-----+-----+-----+-----+
y5 | I J | J J | J J | J J | J J | J K |
| I L | L L | L L | L L | L L | L K |
+-----+-----+-----+-----+-----+-----+
y6 | I L | L L | L L | L L | L L | L K |
| M N | N N | N N | N N | N N | N O |
+-----+-----+-----+-----+-----+-----+
```
## Same grid, raw tile ids
```
x1 x2 x3 x4 x5 x6
+---------+---------+---------+---------+---------+---------+
y1 | 76 83 | 83 83 | 83 83 | 83 83 | 83 83 | 83 77 |
| 90 18 | 18 18 | 18 18 | 18 18 | 18 18 | 18 90 |
+---------+---------+---------+---------+---------+---------+
y2 | 90 18 | 18 18 | 18 18 | 18 18 | 18 18 | 18 90 |
| 92 23 | 23 23 | 23 23 | 23 23 | 23 23 | 23 93 |
+---------+---------+---------+---------+---------+---------+
y3 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+
y4 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+
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 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
| 78 26 | 26 26 | 26 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, 83, 83, 83, 83, 77 }, -- r1
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 }, -- r2
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 }, -- r3
{ 92, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 93 }, -- r4
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r5
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r6
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r7
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- 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, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r11
{ 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79 }, -- r12
}
```
## Legend
_Legend pending._
- `A` = tile 76, used 1x
- `B` = tile 83, used 10x
- `C` = tile 77, used 1x
- `D` = tile 90, used 4x
- `E` = tile 18, used 20x
- `F` = tile 92, used 1x
- `G` = tile 23, used 10x
- `H` = tile 93, used 1x
- `I` = tile 15, used 7x
- `J` = tile 10, used 30x
- `K` = tile 31, used 7x
- `L` = tile 75, used 40x
- `M` = tile 78, used 1x
- `N` = tile 26, used 10x
- `O` = tile 79, used 1x
![distinct tiles](img/B14_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
322 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 c1:25px, c12:25px
r2 c1:24px, c12:24px
r3 c1:24px, c12:24px
r4 c1:24px, c12:24px
r5 c1:8px, c12:8px
r6 c1:8px, c12:8px
r7 c1:8px, c12:8px
r8 c1:8px, c12:8px
r9 c1:8px, c12:8px
r10 c1:8px, c12:8px
r11 c1:8px, c12:8px
r12 c1:8px, c12:8px
```
## Where it stands
| map | cell (x,y) | door | leads to |
| --- | --- | --- | --- |
| CELADON_CITY | (14,4) | - | scenery, no entrance |
| ROUTE_16 | (18,6) | - | scenery, no entrance |
| ROUTE_18 | (34,4) | - | scenery, no entrance |