diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md
index 66b0a092..024b5dfa 100644
--- a/docs/architecture/retail-divergence-register.md
+++ b/docs/architecture/retail-divergence-register.md
@@ -107,7 +107,7 @@ accepted-divergence entries (#96, #49, #50).
---
-## 3. Documented approximation (AP) — 88 active rows
+## 3. Documented approximation (AP) — 89 active rows
Wave-0 UI ledger repair (2026-07-10) retired stale AP-38, resolved the AP-84
collision, restored overwritten paperdoll rows as AP-92/AP-93, and registered
@@ -218,6 +218,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-119 | Equal-generation CreateObject refresh applies the packet's complete `PhysicsDesc` to the existing `EntityEffectProfile`, including replacing its network sound/PES-table/default-script description. Retail's equal-`INSTANCE_TS` branch applies the individual ObjDesc/Parent-or-Position/Movement/State/Vector/WeenieDesc tail and does not call `CPhysicsObj::set_description` again. | `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (`ILiveEntitySameGenerationUpdateSink.OnDescription`); `LiveEntitySameGenerationUpdateRouter.cs` | Existing spell/projectile/portal VFX tests and connected behavior were accepted with this refresh. Slice 4 records and isolates it rather than silently changing DAT-effect ownership during an architecture extraction. | A same-generation CreateObject whose PeTable/sound/default-script fields differ from the original can replace effect lookup state where retail would retain the original table, producing a different later typed effect. | `SmartBox::HandleCreateObject @ 0x00454C80`; `CPhysicsObj::set_description @ 0x00514F40`; `docs/research/2026-07-13-retail-projectile-vfx-pseudocode.md` |
| AP-120 | `ObjectTableWiring.ApplyEntitySpawn` publishes the CreateObject's WeenieDesc/item state before the same-generation physics update tail. Retail applies WeenieDesc after ObjDesc, Parent-or-Position/Pickup, Movement, State, and Vector. | `src/AcDream.Core.Net/ObjectTableWiring.cs` (`ApplyEntitySpawn`); `src/AcDream.App/World/LiveEntitySameGenerationUpdateRouter.cs` | Core.Net owns item-table ingestion before App callbacks and the current single-thread FIFO prevents a second network packet from interleaving; changing publication order crosses the Core.Net/App ownership boundary and requires a separately tested event transaction. | A synchronous item-table observer can see the refreshed WeenieDesc while the same object's physics/parent/state still reflects the prior snapshot; retail observers see the completed physics tail first. | `SmartBox::HandleCreateObject @ 0x00454C80`; `ACCObjectMaint::CreateObject @ 0x00558870` |
| AP-121 | The `/framerate` command persists acdream's live ShowFps value in the modern `settings.json` Display bag after performing retail's live toggle/notice behavior. The named retail `DoFrameRate` body itself only flips `fShowFramerate` and sends `SetFramerateDisplay`; no equivalent persistence write occurs in that command body. | `src/AcDream.App/Settings/RuntimeSettingsController.cs` (`ToggleFrameRate`) | This preserves acdream's shipped L.0 cross-launch display preference while keeping the live retail mechanism and SmartBox visibility result exact; it changes no gameplay or wire state | A relaunch can retain FPS visibility where the named retail command body alone would not; a future port of retail's wider preference owner must avoid double-persisting or applying conflicting startup state | `ClientCommunicationSystem::DoFrameRate @ 0x005707D0`; `CM_UI::SendNotice_SetFramerateDisplay @ 0x0047A050`; `gmSmartBoxUI::RecvNotice_SetFramerateDisplay @ 0x004D65E0` |
+| AP-122 | The toolbar Use hand is Ghosted when selection is empty. Retail sets state 1 (Normal) and an empty-selection click enters generic `TARGET_MODE_USE`; selected-object enablement and activation remain retail-faithful. | `src/AcDream.App/UI/Layout/ToolbarController.cs` (`RefreshUseButton`) | User explicitly requires no selection to present as unavailable. The disabled retained button consumes the click without opening a cursor; every nonempty selection still uses the exact retail CombatUse/type/ItemUses predicate and the shared activation owner. | Generic pick-then-use mode cannot be entered from the empty toolbar hand; an object must first be selected, after which the same Use command is available. | `gmToolbarUI::HandleSelectionChanged @ 0x004BF380`; `gmToolbarUI::ListenToElementMessage @ 0x004BEE90` |
## 4. Temporary stopgap (TS) — 38 active rows + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)
diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md
index b0fd0a7c..089d390f 100644
--- a/docs/plans/2026-04-11-roadmap.md
+++ b/docs/plans/2026-04-11-roadmap.md
@@ -12,14 +12,14 @@ The active work order is
It closes six remaining retail interaction surfaces before larger M4 subsystem
bodies begin: spell-bar overflow controls, status-bar Use/Assess commands,
assessment information, equipped-child picking, vendor browsing, and
-server-authoritative vendor transactions. Slice 1 is active and ports the
-DAT-authored arrow-only favorite-spell scrollbar through the shared retained
-scrollbar/list model. The corrected import preserves authored arrow sides and
-rollover/pressed media, passive refresh preserves manual offsets, and the
-mixed-parent DAT anchor chain produces the fixed retail capacity of 18 visible
-favorite cells (nine numbered plus nine unnumbered). Its
-implementation and complete Release suite pass; connected overflow-arrow
-visual acceptance is pending.
+server-authoritative vendor transactions. Slice 1's DAT-authored arrow-only
+favorite-spell scrollbar, fixed 18-cell capacity, authored arrow sides/media,
+and persistent manual offset passed the connected gate. Slice 2 is active: the
+status hand now follows canonical selection/object notices, ghosts empty and
+unusable selections, and routes enabled weapons, direct-use items, and
+use-on-target tools through the existing interaction transaction and cursor
+owners. Its connected hand-state gate is pending; the magnifying-glass Assess
+command follows in the same slice.
---
diff --git a/docs/plans/2026-05-12-milestones.md b/docs/plans/2026-05-12-milestones.md
index 1225be99..b1bc8d83 100644
--- a/docs/plans/2026-05-12-milestones.md
+++ b/docs/plans/2026-05-12-milestones.md
@@ -89,6 +89,11 @@ transactions. This is deliberately using the extracted interaction owners and
canonical shared main-panel host before quest/emote/character-creation bodies
broaden the feature surface.
+Slice 1's 18-cell favorite-spell overflow bar is user-accepted. Slice 2 is
+active: the status hand's selected-object availability and existing
+Use/AutoWield/use-on-target command routing are code-complete, with the
+connected state/cursor gate pending before the Assess half continues.
+
Carried:
#153 far-teleport residual, #116 slide-response, the remaining R6 ownership cleanup plus
registered TS-50/TS-51/TS-53 timing residuals (the complete-root-Frame/object-workset
diff --git a/docs/plans/2026-07-23-world-interaction-completion.md b/docs/plans/2026-07-23-world-interaction-completion.md
index 2c771bf2..b4521b37 100644
--- a/docs/plans/2026-07-23-world-interaction-completion.md
+++ b/docs/plans/2026-07-23-world-interaction-completion.md
@@ -1,6 +1,7 @@
# World interaction completion — pre-M4 program
-**Status:** Slice 1 code-complete 2026-07-23; connected visual gate pending.
+**Status:** Slice 1 user-accepted 2026-07-23. Slice 2 Use-hand state and command
+path code-complete; connected visual gate pending before Assess continues.
**Milestone:** M4 prerequisite/preamble.
**Architecture:** retained gameplay UI over shared selection, object, and
interaction state. `GameWindow` remains a composition/callback shell.
@@ -52,9 +53,21 @@ spells. Passive object/endowment refresh preserves a manual offset. The mixed
producing exactly 18 visible 32-pixel favorite cells (nine numbered plus nine
unnumbered) without consuming the overflow. The initial 57-test/full-suite gate passed;
the corrective 104-test focus set, 3,472 App tests / 3 skips, Release solution
-build, and 7,845 complete-solution tests / 5 skips pass. The connected gate is
-pending after user feedback on arrow sides, rollover, width, and offset
-persistence.
+build, and 7,845 complete-solution tests / 5 skips pass. The corrected
+18-cell bar and both overflow directions passed the connected gate.
+
+Slice 2 now drives the toolbar hand from canonical `SelectionState` changes and
+live `ClientObjectTable` updates. The pure Core predicate ports
+`gmToolbarUI::HandleSelectionChanged`: combat-use items, armor/clothing/jewelry,
+and `ItemUses` values without `USEABLE_NO` remain active. Clicking still enters
+the existing `ItemInteractionController` command path, so weapons use the
+server-confirmed AutoWield transaction and targeted tools enter the existing
+use-on-target cursor. Empty selection and explicitly unusable spell components
+are ghosted and ignore clicks. Empty-selection ghosting is the user's explicit
+choice over retail's generic `TARGET_MODE_USE` entry and is registered as
+AP-122. The 14-test Core interaction focus, 49-test toolbar focus, Release
+solution build, 3,474 App tests / 3 skips, and 7,848 complete-solution tests /
+5 skips pass.
## Slice 1 — spell-bar overflow arrows
@@ -115,3 +128,27 @@ Named retail references and executable pseudocode are recorded in
- Existing stack, combat-power, chat, inventory, spellbook, and external
container scrollbars retain their current behavior.
- No substantial feature body enters `GameWindow`.
+
+## Slice 2 — status Use/Assess commands
+
+### Use-hand implementation
+
+1. `ItemInteractionPolicy.IsToolbarUseEnabled` is the pure named-retail
+ selection predicate.
+2. `ItemInteractionController.IsToolbarUseEnabled` adapts the selected live
+ object without triggering a request or consuming the use throttle.
+3. `ToolbarController` subscribes to canonical `SelectionState.Changed` and
+ selected-object add/update/remove notices, then sets the imported button's
+ normal or ghosted state through `UiButton.Enabled`.
+4. Enabled clicks retain the one existing activation path:
+ equipment enters `AutoWieldController`, ordinary use enters the normal Use
+ request owner, and targeted items enter `UseItemOnTarget`, which already
+ owns the retail target cursor.
+
+### Remaining Slice 2 work
+
+- Port the magnifying-glass Assess command state and activation.
+- Run the connected Use-hand visual gate: no selection, spell component,
+ weapon, and health kit.
+- Continue directly into the Assess information slice after the combined
+ status-control gate.
diff --git a/docs/research/2026-07-10-retail-toolbar-interaction-pseudocode.md b/docs/research/2026-07-10-retail-toolbar-interaction-pseudocode.md
index 2b51e171..da891446 100644
--- a/docs/research/2026-07-10-retail-toolbar-interaction-pseudocode.md
+++ b/docs/research/2026-07-10-retail-toolbar-interaction-pseudocode.md
@@ -579,8 +579,15 @@ HandleSelectionChanged(): // 0x004BF380
```
The exact item-type mask in the use-button ghost test is visible as separate
-`InqType() & 4`, `& 2`, and `& 8` checks. Preserve those numeric tests until the
-retail `ITEM_TYPE` names are pinned.
+`InqType() & 4`, `& 2`, and `& 8` checks. The verbatim `ITEM_TYPE` enum now pins
+those values as Clothing, Armor, and Jewelry respectively.
+
+**2026-07-23 connected requirement:** acdream intentionally ghosts the hand
+when the selection is empty. Retail instead sets state 1 and lets a click enter
+generic `TARGET_MODE_USE` (see `ListenToElementMessage @ 0x004BEE90`). Selected
+objects still use the exact predicate above and still activate through the
+ordinary `ItemHolder::UseObject` path. The empty-selection difference is
+registered as AP-122.
### 5.3 Meter notices
diff --git a/src/AcDream.App/UI/ItemInteractionController.cs b/src/AcDream.App/UI/ItemInteractionController.cs
index d2c872ac..6fd62ea5 100644
--- a/src/AcDream.App/UI/ItemInteractionController.cs
+++ b/src/AcDream.App/UI/ItemInteractionController.cs
@@ -496,6 +496,23 @@ public sealed class ItemInteractionController : IDisposable
return true;
}
+ ///
+ /// Projects retail gmToolbarUI::HandleSelectionChanged @ 0x004BF380
+ /// from the live selected object's public description. This is deliberately
+ /// a read-only query; activation still flows through .
+ ///
+ public bool IsToolbarUseEnabled(uint selectedObjectId)
+ {
+ if (selectedObjectId == 0
+ || _objects.Get(selectedObjectId) is not { } item)
+ return false;
+
+ return ItemInteractionPolicy.IsToolbarUseEnabled(
+ item.Type,
+ item.CombatUse ?? 0,
+ item.Useability ?? ItemUseability.Undef);
+ }
+
public bool ActivateItem(uint itemGuid)
{
if (itemGuid == 0) return false;
diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs
index 84a9a4f2..5e1fd48a 100644
--- a/src/AcDream.App/UI/Layout/ToolbarController.cs
+++ b/src/AcDream.App/UI/Layout/ToolbarController.cs
@@ -3,6 +3,7 @@ using System.Collections.Generic;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Net.Messages;
+using AcDream.Core.Selection;
namespace AcDream.App.UI.Layout;
@@ -73,6 +74,7 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
private readonly ItemInteractionController? _itemInteraction;
private readonly Action? _selectItem;
private readonly Func _selectedObjectId;
+ private readonly SelectionState? _selection;
private readonly Func? _playerGuid;
private readonly Action? _sendPutItemInContainer;
private uint _ammoObjectId;
@@ -106,6 +108,7 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
Action? toggleCombat = null,
Action? selectItem = null,
Func? selectedObjectId = null,
+ SelectionState? selection = null,
Func? playerGuid = null,
Action? sendPutItemInContainer = null,
UiDatFont? ammoFont = null,
@@ -125,6 +128,7 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
_sendRemoveShortcut = sendRemoveShortcut;
_selectItem = selectItem;
_selectedObjectId = selectedObjectId ?? (() => 0u);
+ _selection = selection;
_playerGuid = playerGuid;
_sendPutItemInContainer = sendPutItemInContainer;
@@ -196,6 +200,8 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
// Wire live combat-mode changes if a CombatState was provided.
if (_combatState is not null)
_combatState.CombatModeChanged += SetCombatMode;
+ if (_selection is not null)
+ _selection.Changed += OnSelectionChanged;
// D.5.4: the table now holds ALL objects (creatures, NPCs, etc.), so filter
// to our 18 shortcut guids — else every creature spawn in a busy zone
@@ -206,6 +212,7 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
repo.ObjectMoved += OnRepositoryObjectMoved;
repo.Cleared += OnRepositoryCleared;
RefreshAmmo();
+ RefreshUseButton();
}
private void OnRepositoryObjectChanged(ClientObject obj)
@@ -214,6 +221,8 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
RefreshAmmo();
if (IsShortcutGuid(obj.ObjectId))
Populate();
+ if (obj.ObjectId == _selectedObjectId())
+ RefreshUseButton();
}
private void OnRepositoryObjectMoved(ClientObjectMove move)
@@ -234,6 +243,23 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
{
RefreshAmmo();
Populate();
+ RefreshUseButton();
+ }
+
+ private void OnSelectionChanged(SelectionTransition _)
+ => RefreshUseButton();
+
+ private void RefreshUseButton()
+ {
+ if (_useButton is null)
+ return;
+
+ // Retail normally leaves state 1 active when selectedID == 0 so the
+ // click can enter generic TARGET_MODE_USE. acdream intentionally
+ // ghosts that empty state per the connected UX requirement; every
+ // selected-object classification below is the exact retail predicate.
+ _useButton.Enabled =
+ _itemInteraction?.IsToolbarUseEnabled(_selectedObjectId()) == true;
}
private bool IsAmmoRelated(ClientObject obj)
@@ -330,6 +356,7 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
Action? toggleCombat = null,
Action? selectItem = null,
Func? selectedObjectId = null,
+ SelectionState? selection = null,
Func? playerGuid = null,
Action? sendPutItemInContainer = null,
UiDatFont? ammoFont = null,
@@ -338,7 +365,7 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem, combatState,
regularDigits, ghostedDigits, emptyDigits, itemInteraction,
sendAddShortcut, sendRemoveShortcut, toggleCombat, selectItem,
- selectedObjectId, playerGuid, sendPutItemInContainer, ammoFont,
+ selectedObjectId, selection, playerGuid, sendPutItemInContainer, ammoFont,
dragIconIds);
c.Populate();
return c;
@@ -736,6 +763,8 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
if (_combatState is not null)
_combatState.CombatModeChanged -= SetCombatMode;
+ if (_selection is not null)
+ _selection.Changed -= OnSelectionChanged;
_repo.ObjectAdded -= OnRepositoryObjectChanged;
_repo.ObjectUpdated -= OnRepositoryObjectChanged;
_repo.ObjectRemoved -= OnRepositoryObjectChanged;
diff --git a/src/AcDream.App/UI/RetailUiRuntime.cs b/src/AcDream.App/UI/RetailUiRuntime.cs
index f57249bb..390c5236 100644
--- a/src/AcDream.App/UI/RetailUiRuntime.cs
+++ b/src/AcDream.App/UI/RetailUiRuntime.cs
@@ -689,6 +689,7 @@ public sealed class RetailUiRuntime : IDisposable
toggleCombat: b.ToggleCombat,
selectItem: guid => b.Selection.Select(guid, SelectionChangeSource.Toolbar),
selectedObjectId: () => b.Selection.SelectedObjectId ?? 0u,
+ selection: b.Selection,
playerGuid: b.PlayerGuid,
sendPutItemInContainer: b.SendPutItemInContainer,
ammoFont: _bindings.Assets.DefaultFont,
diff --git a/src/AcDream.Core/Items/ItemInteractionPolicy.cs b/src/AcDream.Core/Items/ItemInteractionPolicy.cs
index 0a52b51d..a4fdc9ee 100644
--- a/src/AcDream.Core/Items/ItemInteractionPolicy.cs
+++ b/src/AcDream.Core/Items/ItemInteractionPolicy.cs
@@ -151,6 +151,22 @@ public static class ItemInteractionPolicy
private static readonly EquipMask BodyLocations = (EquipMask)0x00007E00u;
private static readonly EquipMask ClothingLocations = (EquipMask)0x080001FFu;
private static readonly EquipMask HeldLocations = (EquipMask)0x7C0F8000u;
+ private const ItemType ToolbarEquipmentTypes =
+ ItemType.Armor | ItemType.Clothing | ItemType.Jewelry;
+
+ ///
+ /// Exact selected-object predicate used by retail's toolbar hand.
+ /// gmToolbarUI::HandleSelectionChanged @ 0x004BF380 leaves the
+ /// button active for combat-use objects, armor/clothing/jewelry, or an
+ /// ItemUses value whose USEABLE_NO bit is clear.
+ ///
+ public static bool IsToolbarUseEnabled(
+ ItemType type,
+ byte combatUse,
+ uint useability)
+ => combatUse != 0
+ || (type & ToolbarEquipmentTypes) != 0
+ || (useability & ItemUseability.No) == 0;
public static ItemPrimaryUseResult DetermineUseResult(
in ItemPolicyObject item,
diff --git a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs
index c21d6e1a..c9e0095d 100644
--- a/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs
+++ b/tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs
@@ -5,6 +5,7 @@ using AcDream.App.UI.Layout;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Net.Messages;
+using AcDream.Core.Selection;
using Xunit;
namespace AcDream.App.Tests.UI.Layout;
@@ -515,6 +516,123 @@ public class ToolbarControllerTests
Assert.Equal(InteractionModeKind.Examine, interaction.InteractionState.Current.Kind);
}
+ [Fact]
+ public void UseButton_tracksEmptyUnusableAndTargetedSelection()
+ {
+ const uint player = 0x50000001u;
+ const uint pack = 0x50000002u;
+ const uint component = 0x50000003u;
+ const uint healthKit = 0x50000004u;
+ var (layout, _, _) = FakeToolbar();
+ var repo = new ClientObjectTable();
+ repo.AddOrUpdate(new ClientObject { ObjectId = player, Type = ItemType.Creature });
+ repo.AddOrUpdate(new ClientObject { ObjectId = pack, Type = ItemType.Container });
+ repo.MoveItem(pack, player, 0);
+ repo.AddOrUpdate(new ClientObject
+ {
+ ObjectId = component,
+ Type = ItemType.SpellComponents,
+ Useability = ItemUseability.No,
+ });
+ repo.MoveItem(component, pack, 0);
+ repo.AddOrUpdate(new ClientObject
+ {
+ ObjectId = healthKit,
+ Type = ItemType.Misc,
+ Useability = 0x00220008u,
+ TargetType = (uint)ItemType.Creature,
+ });
+ repo.MoveItem(healthKit, pack, 1);
+
+ var selection = new SelectionState();
+ using var interaction = new ItemInteractionController(
+ repo,
+ () => player,
+ sendUse: null,
+ sendUseWithTarget: null,
+ sendWield: null,
+ sendDrop: null);
+ using var controller = ToolbarController.Bind(
+ layout,
+ repo,
+ () => Array.Empty(),
+ iconIds: (_, _, _, _, _) => 0u,
+ useItem: _ => { },
+ itemInteraction: interaction,
+ selectedObjectId: () => selection.SelectedObjectId ?? 0u,
+ selection: selection);
+ var use = Assert.IsType(layout.FindElement(UseButtonId));
+
+ Assert.False(use.Enabled);
+ Assert.Equal("Ghosted", use.ActiveState);
+ use.OnEvent(new UiEvent(0u, use, UiEventType.Click));
+ Assert.Equal(InteractionModeKind.None, interaction.InteractionState.Current.Kind);
+
+ selection.Select(component, SelectionChangeSource.Inventory);
+ Assert.False(use.Enabled);
+ Assert.Equal("Ghosted", use.ActiveState);
+
+ selection.Select(healthKit, SelectionChangeSource.Inventory);
+ Assert.True(use.Enabled);
+ Assert.Equal("Normal", use.ActiveState);
+ use.OnEvent(new UiEvent(0u, use, UiEventType.Click));
+ Assert.Equal(
+ InteractionModeKind.UseItemOnTarget,
+ interaction.InteractionState.Current.Kind);
+
+ selection.Clear(SelectionChangeSource.Inventory);
+ Assert.False(use.Enabled);
+ Assert.Equal("Ghosted", use.ActiveState);
+ }
+
+ [Fact]
+ public void UseButton_selectedCombatItem_routesExistingWieldPath()
+ {
+ const uint player = 0x50000001u;
+ const uint pack = 0x50000002u;
+ const uint sword = 0x50000003u;
+ var (layout, _, _) = FakeToolbar();
+ var repo = new ClientObjectTable();
+ repo.AddOrUpdate(new ClientObject { ObjectId = player, Type = ItemType.Creature });
+ repo.AddOrUpdate(new ClientObject { ObjectId = pack, Type = ItemType.Container });
+ repo.MoveItem(pack, player, 0);
+ repo.AddOrUpdate(new ClientObject
+ {
+ ObjectId = sword,
+ Type = ItemType.MeleeWeapon,
+ CombatUse = 1,
+ Useability = ItemUseability.No,
+ ValidLocations = EquipMask.MeleeWeapon,
+ });
+ repo.MoveItem(sword, pack, 0);
+
+ var selection = new SelectionState();
+ selection.Select(sword, SelectionChangeSource.Inventory);
+ var wields = new List<(uint Item, uint Location)>();
+ using var interaction = new ItemInteractionController(
+ repo,
+ () => player,
+ sendUse: null,
+ sendUseWithTarget: null,
+ sendWield: (item, location) => wields.Add((item, location)),
+ sendDrop: null);
+ using var controller = ToolbarController.Bind(
+ layout,
+ repo,
+ () => Array.Empty(),
+ iconIds: (_, _, _, _, _) => 0u,
+ useItem: _ => { },
+ itemInteraction: interaction,
+ selectedObjectId: () => selection.SelectedObjectId ?? 0u,
+ selection: selection);
+ var use = Assert.IsType(layout.FindElement(UseButtonId));
+
+ Assert.True(use.Enabled);
+ use.OnEvent(new UiEvent(0u, use, UiEventType.Click));
+
+ Assert.Equal(new[] { (sword, (uint)EquipMask.MeleeWeapon) }, wields);
+ }
+
// ── C1: combat-mode indicator tests ─────────────────────────────────────
[Fact]
diff --git a/tests/AcDream.Core.Tests/Items/ItemInteractionPolicyTests.cs b/tests/AcDream.Core.Tests/Items/ItemInteractionPolicyTests.cs
index e1f70d91..e7d478db 100644
--- a/tests/AcDream.Core.Tests/Items/ItemInteractionPolicyTests.cs
+++ b/tests/AcDream.Core.Tests/Items/ItemInteractionPolicyTests.cs
@@ -7,6 +7,28 @@ public sealed class ItemInteractionPolicyTests
private const uint Player = 0x50000001u;
private const uint GroundContainer = 0x70000001u;
+ [Fact]
+ public void ToolbarUseEnabled_matchesRetailSelectionPredicate()
+ {
+ Assert.True(ItemInteractionPolicy.IsToolbarUseEnabled(
+ ItemType.MeleeWeapon,
+ combatUse: 1,
+ useability: ItemUseability.No));
+ Assert.True(ItemInteractionPolicy.IsToolbarUseEnabled(
+ ItemType.Armor | ItemType.Clothing,
+ combatUse: 0,
+ useability: ItemUseability.No));
+ Assert.True(ItemInteractionPolicy.IsToolbarUseEnabled(
+ ItemType.Misc,
+ combatUse: 0,
+ useability: 0x00220008u));
+
+ Assert.False(ItemInteractionPolicy.IsToolbarUseEnabled(
+ ItemType.SpellComponents,
+ combatUse: 0,
+ useability: ItemUseability.No));
+ }
+
[Fact]
public void DetermineUseResult_looseItemAndComponentPack_matchRetailPickupBranch()
{