refactor(runtime): close canonical gameplay ownership
Unify the toolbar shortcut manager with Runtime inventory state, route retail-ordered shortcut and spellbook command effects through the canonical owners, and make retained controllers borrow those exact instances. Remove the item-interaction transaction fallback and add graphical/no-window parity plus failure-safe terminal ownership-ledger coverage. Co-authored-by: Codex <codex@openai.com>
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36 changed files with 1433 additions and 251 deletions
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@ -153,6 +153,7 @@ public sealed class CursorFeedbackControllerTests
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var objects = SeedTargetObjects();
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var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -188,6 +189,7 @@ public sealed class CursorFeedbackControllerTests
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objects.Get(Source)!.TargetType = (uint)ItemType.Misc; // a tool that targets items
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var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -226,6 +228,7 @@ public sealed class CursorFeedbackControllerTests
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var objects = SeedTargetObjects();
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var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -254,6 +257,7 @@ public sealed class CursorFeedbackControllerTests
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var objects = SeedTargetObjects();
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var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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