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Copy file name to clipboardExpand all lines: docs/entity-guides/movement.md
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@@ -194,8 +194,8 @@ if (bothEndpointTilesReachable
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continue;
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}
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if (doorOpenedButPlayerDidNotTraverse) {
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//Only count this as success if the nudge actually reaches/crosses the door edge.
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tryDoorEdgeCrossNudge(from, to, currentTarget);
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//Record the open edge, then let normal route selection choose the next click.
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markStationaryDoorOpened(doorTile);
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}
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if (hasPendingDoorLikeSceneObjectBeforeDirectClick(rawPath, path, playerLoc, DIRECT_CLICK_MAX_DISTANCE)
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|| handlePendingDoorBeforeRouteClick(rawPath, path, i, targetIdx, smoothedToRaw, timeoutMs,
@@ -295,3 +295,23 @@ Sticky interim targets should also clear when route-index progress goes stale. I
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When a route-following minimap click is outside the minimap clip, fallback clicks must stay on the raw path. A generic "reachable tile closer to target" fallback can select a tile far away from the route in open areas, especially near the final destination.
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For adjacent same-plane shortcuts, do not treat any movement away from the origin as success. Some shortcuts, such as stepping stones, can fail and place the player on a fallback tile; once the player is settled away from the expected destination, stop the landing wait and replan from the actual tile.
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## 14. Resume normal route selection after opening a door
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Opening a door should only resolve the blocked route edge. Do not follow it with a special canvas click on the adjacent far-side tile. Once the open edge is stable, yield the pass and let the normal route selector click the furthest reachable raw-path tile toward the destination.
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**Why this matters:** An explicit one-tile cross-door nudge produces a conspicuous `Open door -> Walk here on the next tile` sequence and can fail even though the newly opened route is already clear. The ordinary minimap route click both crosses the doorway and carries movement forward naturally.
returntrue; // next pass selects the furthest reachable route tile
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```
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**Where this applies:**`Rs2Walker` door interaction handlers, recent-door recovery, and any post-door continuation logic.
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**Defensive check:** After an `Open` interaction, the next walk action should target a forward route checkpoint, not the door edge's adjacent destination tile.
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