Formalising aural and visual adjacency between rooms.

Wow, I think you’re right. You should file this as a bug. Things like “push door” work too. I suppose some special behavior is necessary because a door technically is in only one room, but has to be accessible from either side. (If you look in the index, I think you’ll find that the Wooden Door is in the Blue Room.) But they missed an edge case.

This might be a workaround:

[code]Check an actor going when the door gone through is not nothing (this is the must reach door rule):
if the location is not the front side of the door gone through and the location is not the back side of the door gone through [you probably already have a short phrase for that]:
say “You can’t reach [the door gone through].” instead.

The must reach door rule is listed before the can’t go through closed doors rule in the check going rulebook.[/code]

So far I’ve checked to see that this doesn’t let you open the door if you’re in a transparent closed container. It seems as though the rules catch the case where you try to enter a door from a transparent container that isn’t in a room adjacent to the door, but they miss the edge case of trying to enter an in-scope door from a nonadjacent room when there are no other impediments.

ETA: Note that this will only affect going through the door; if you want to avoid weird responses to “push door” and the like – and worse yet, remote unlocking of the door – you need something else. I’d go for Flexible Action Requirements.