> For the complete documentation index, see [llms.txt](https://code-after-sex.gitbook.io/script-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://code-after-sex.gitbook.io/script-documentation/cas-advanced-gang/playing/placing-structures.md).

# Camp structures

Place, move and take down camp structures in CAS Advanced Gang System with the overhead placing tool, camp bounds, rotation and live spot checks.

## Placing

**Place structures** in the ledger closes the book, lifts the view overhead and gives the keys back to the game. The structure stays in the middle of the screen and the ground moves under it. The player doesn't move.

| Key           | Action                                           |
| ------------- | ------------------------------------------------ |
| **← ↑ ↓ →**   | Slide the structure. Up is away from the camera. |
| **Q** / **E** | Turn it                                          |
| **R**         | Next structure you can place                     |
| **ENTER**     | Set it down                                      |
| **ESC**       | Back to the ledger                               |

The ghost is see-through, and fades further when the spot won't take. The panel on screen says why.

## What makes a spot valid

| Rule                                                    | Set by                                                                  |
| ------------------------------------------------------- | ----------------------------------------------------------------------- |
| Inside the camp bounds, measured from the leader's tent | `Config.CampBounds` (45 m)                                              |
| At least 2 m from any other structure                   | Fixed                                                                   |
| Your rank has `place`                                   | [Ranks](/script-documentation/cas-advanced-gang/configuration/ranks.md) |
| The camp's tier has unlocked it                         | `tier` on the structure                                                 |
| The camp has fewer than its `limit`                     | `limit` on the structure                                                |

The tool checks these as you move. The server checks them all again when you press **ENTER**.

## Guided placement

Two things start a guided run, where the tool hands you one piece after another:

* **Founding:** everything in `Config.FoundingOrder`.
* **Buying a tier:** one of each structure the new tier unlocked. One palisade section, for example, not all eight.

A refused piece is offered again at once. A guided run only starts in camp. Buy a tier from far away and you're told to ride back.

## Moving and taking down

On the **Camp** tab, click a structure that stands. Its sheet shows each one on the camp plan, with its distance from the leader's tent.

* **Move** picks it up and opens the placing tool with it in hand. **ENTER** sets it down, **ESC** leaves it where it stood. You must be in camp.
* **Take down** removes it after you confirm. To have it back, place a new one.

Both need `place`, and both are written into the record. The **leader's tent** can't be moved or taken down, because the camp is measured from it.

| Taking down      | What happens                                                             |
| ---------------- | ------------------------------------------------------------------------ |
| The Supply Wagon | The goods stay safe, but nobody reaches them until a wagon stands again. |
| The Ledger Table | The ledger opens only with `/camp` until a table stands again.           |

## What structures do

Most structures build out the camp and count toward the `structures` challenge. Four of them also do something:

| Structure    | Tier | What it does                                                                                                                                                   |
| ------------ | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Ledger Table | I    | Hold **E** at it to open the ledger.                                                                                                                           |
| Supply Wagon | II   | Holds the shared stash. See [The shared stash](/script-documentation/cas-advanced-gang/playing/stash.md).                                                      |
| Lookout Post | II   | Warns the gang of riders coming up the trail. See [Territory, lookout and bell](/script-documentation/cas-advanced-gang/playing/territory.md#the-lookout).     |
| Alarm Bell   | V    | Hold the prompt to ring it for the whole gang. See [Territory, lookout and bell](/script-documentation/cas-advanced-gang/playing/territory.md#the-alarm-bell). |

## Streaming

Structures are real props that every player sees. They exist within 120 m of a player and are released past 165 m, so a busy map doesn't carry every camp at once.
