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>
This commit is contained in:
Erik 2026-07-26 09:48:51 +02:00
parent ce6fae7b38
commit 89e6b207f8
36 changed files with 1433 additions and 251 deletions

View file

@ -153,6 +153,7 @@ public sealed class CursorFeedbackControllerTests
var objects = SeedTargetObjects();
var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
playerGuid: () => Player,
sendUse: null,
sendUseWithTarget: null,
@ -188,6 +189,7 @@ public sealed class CursorFeedbackControllerTests
objects.Get(Source)!.TargetType = (uint)ItemType.Misc; // a tool that targets items
var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
playerGuid: () => Player,
sendUse: null,
sendUseWithTarget: null,
@ -226,6 +228,7 @@ public sealed class CursorFeedbackControllerTests
var objects = SeedTargetObjects();
var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
playerGuid: () => Player,
sendUse: null,
sendUseWithTarget: null,
@ -254,6 +257,7 @@ public sealed class CursorFeedbackControllerTests
var objects = SeedTargetObjects();
var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
playerGuid: () => Player,
sendUse: null,
sendUseWithTarget: null,