Extract VM animation opcode handler

This commit is contained in:
gamer147
2026-08-02 23:54:44 -04:00
parent ee86bf144a
commit 803df2826f
4 changed files with 71 additions and 28 deletions

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@@ -649,6 +649,12 @@ do not mix mechanical moves with semantic changes.
color, surface release, ADV binding, and presentation behavior remain outside this handler. Runtime validation
remains green.
The fifth bounded `VirtualMachine.Step` extraction moved retained spritesheet and color channels, timed and
cyclic transforms, per-object animation control, frame-time sampling, and shared animation-clock dispatch into
`engine/Age.Engine/Vm/VirtualMachine.Animation.cs`. The top-level dispatcher retains all labels at their
existing positions and routes the separated groups through `StepAnimation`; presentation transitions and movie
masking remain outside the guarded handler. Runtime validation remains green.
**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
each domain move.
@@ -1020,9 +1026,8 @@ layer's rendering diverges from ADV; save layout.
## 8. Immediate next step
Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
by the tracked launcher and layered validation driver. With the planned `Main`, `GodotAdvHost`, and `GfxState`
domains isolated and the audio, movie, and surface/texture `VirtualMachine.Step` families routed through domain
handlers, with retained-object query/mutation and transform dispatch now isolated as well, extract the retained
animation/color/spritesheet opcode family next without replacing the proven dispatcher or changing public types,
commands, and generated output.
domains isolated and the audio, movie, surface/texture, retained-object, and animation `VirtualMachine.Step`
families routed through domain handlers, extract retained presentation/transition dispatch next without replacing
the proven dispatcher or changing public types, commands, and generated output.
Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
not replace Phase B gameplay validation or the open cross-platform gates.