Player priority is slot order, not nearest-player distance. Current code checks P1, then P2, then P3, then P4. It advances only if the earlier player has no graph node that passes the selector.
The viewer checks player slots in order. For the first player with eligible route points, it samples one valid destination. This demonstrates the confirmed player priority and distance bands without reproducing the game's internal search procedure.
P1 starts at the captured player position. After a near-range arrival, the model repeats pre-emergence → surface → dive → another near-range selection. The automatic exit from that phase is unresolved, so the viewer leaves the transition manual.