feat(ui): drive toolbar use state from selection
Port the retail selected-object availability predicate into Core and project it through the shared interaction owner. The imported hand now follows canonical selection/object notices, keeps weapon and targeted-tool activation on the existing wield/use cursor paths, and ghosts empty or explicitly unusable selections per the connected UX requirement. Co-authored-by: Codex <codex@openai.com>
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11 changed files with 269 additions and 16 deletions
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@ -689,6 +689,7 @@ public sealed class RetailUiRuntime : IDisposable
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toggleCombat: b.ToggleCombat,
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selectItem: guid => b.Selection.Select(guid, SelectionChangeSource.Toolbar),
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selectedObjectId: () => b.Selection.SelectedObjectId ?? 0u,
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selection: b.Selection,
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playerGuid: b.PlayerGuid,
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sendPutItemInContainer: b.SendPutItemInContainer,
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ammoFont: _bindings.Assets.DefaultFont,
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