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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@ -151,6 +151,22 @@ public static class ItemInteractionPolicy
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private static readonly EquipMask BodyLocations = (EquipMask)0x00007E00u;
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private static readonly EquipMask ClothingLocations = (EquipMask)0x080001FFu;
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private static readonly EquipMask HeldLocations = (EquipMask)0x7C0F8000u;
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private const ItemType ToolbarEquipmentTypes =
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ItemType.Armor | ItemType.Clothing | ItemType.Jewelry;
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/// <summary>
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/// Exact selected-object predicate used by retail's toolbar hand.
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/// <c>gmToolbarUI::HandleSelectionChanged @ 0x004BF380</c> leaves the
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/// button active for combat-use objects, armor/clothing/jewelry, or an
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/// <c>ItemUses</c> value whose <c>USEABLE_NO</c> bit is clear.
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/// </summary>
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public static bool IsToolbarUseEnabled(
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ItemType type,
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byte combatUse,
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uint useability)
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=> combatUse != 0
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|| (type & ToolbarEquipmentTypes) != 0
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|| (useability & ItemUseability.No) == 0;
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public static ItemPrimaryUseResult DetermineUseResult(
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in ItemPolicyObject item,
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