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New door system#192

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All door logic removed from global, actions, and movement scripts into a new modular system Doors are now automatically registered
Should be fully backwards compatible
Massively more flexible now due to the modular nature
note: house specific door logic is still handled in src however a script is provided for their regular functionality and potential custom logic

Added more configs and extended the level check for tiles and doors

closes#188

All door logic removed from global, actions, and movement scripts into a new modular systemDoors are now automatically registeredShould be backwards compatibleMassively more flexible now due to the modular naturenote: house specific door logic is still handled in src however a script is provided for their regular functionality and potential custom logic
@Silba93Silba93 added the Needs Testingthis pr needs feedback from testing labelOct 29, 2025
forgot to remove it after updating the push function, now we always want 3 rounds so we can hardcode the value
gm will teleport onto the door if it's a special doorgm can walk through open special doors
also clarified existing config
fix not all door ids being checkedfix wrong positions on gm bypassfix door pushing gms when unwantedrefactor pushing logic for itemsremove redundant use of `clearCreatureEntryPosition`
Remove leftover printsFormat tables more nicelyRemove isSkulled and use proper skull checksRemove isGamemasterAdded new player method for gm check
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Door system inconsistencies

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@Silba93@Tofame

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