Continued the state migration through phases 6 and 7. Extracted all ship animations into a dedicated shipAnimations.ts module and added animateDrillDepth for mine drilling transitions. The GameOperations facade grew substantially — it now handles ship routing, landing toggles, probe queuing and launching, and production management.

Simplified entity classes significantly by moving logic up into managers and operations. Ship, Habitat, Mine, ProbeFactory, and other entities shed their imperative methods in favour of being driven by the operations layer. Removed AsteroidInventory and Inventory from entities in favour of the new AsteroidState and ShipState data types. Added a shipsAtom and expanded buildingsAtom with richer building state serialization.