- 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.
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