Jonas Reith b430d929c5 Rework the gate: smaller, right at the border, locked until ready, Yes/No prompt
- Moved GateToCenter to sit right on the region-1/center table-edge
  border (angle 30° bisector, radius ~13.2, where that edge's chord
  actually sits) instead of a few units inside the region, and scaled
  the instance down to 0.5x.
- target_position now lands just past the border on the table side
  (radius ~11.5 at the same angle) instead of teleporting to the
  absolute island center — "you walked through the gate," not "you
  warped across the map."
- Gate is now genuinely non-interactive while locked: no prompt shown,
  _input() doesn't even check for the key press, and the marker shows
  "Verschlossen" instead of its real name (mirrors poi.gd's existing
  "???" pattern for undiscovered POIs).
- Once unlocked, interacting opens a "Durchgehen?" Ja/Nein menu
  instead of teleporting immediately. Added
  InteractionManager.handle_interaction_action() delegation so POIs
  can own custom menu actions without hardcoding them into the shared
  manager.

Verified headless: locked state hides the prompt and shows
"Verschlossen"; unlocking (all 6 region1_pois visited) restores the
real name and prompt; "Nein" leaves the player position untouched;
"Ja" moves the player to exactly target_position.
2026-08-26 21:38:27 +02:00
2026-08-26 19:36:54 +02:00
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