i was just trying to give examples of the kind of things you want to handle with an interface, since i have no idea how your game is designed. you could probably handle all of those functions with just Use and Damage. if you use a treasure chest, it opens, if you use a person, they talk to you, if you use a barrel, you pick it up, negative damage is healing, buying something is damaging your wallet and healing your opponents wallet, etc…
I like calling it damage interface because its less boring than all the other generic synonyms for message sending transactions.
the more the environment reacts to the players actions, the more immersive the world is. too many options for interacting with the world is more fun than not enough options, and i doubt the overhead of unused functions is going to ever hurt your framerate: