The belt card's only content was a button reading "Clear stuck items", which assumed a state the items need not be in. It now reads "Clear items", and above it the card lists what the selected tiles hold -- one item chip per type, the same chip the buffer sections and the HQ's block stock draw -- so a line's contents can be read before they are removed, and can be read at all: items on a moving belt are too small and too transient to count by eye, and items inside a tunnel are drawn nowhere. BeltSystem gains countItems(tiles), a query of the same kind as forEachVisualItem: a method rather than exposed tile containers, so the per-tile representation stays swappable. It walks the same five containers as clearTiles, in the same order, so the list and the button cannot drift apart. The tunnel's two ends are now told apart. Items in transit are counted on the exit they are travelling toward, and a clear removes exactly what the panel listed for the tile it acts on: the exit discards them, the entry leaves them travelling. BeltSystemTest's tunnel case splits in two accordingly. Splitters now aggregate with belts and tunnel ends. Their output filters are per-object configuration, which an aggregate simply does not show -- a splitter selected alone still gets them. Both cards share one BeltItemList widget, and both derive their tiles from collectBeltTiles, so nothing is stated twice. The mixed count summary loses the clear action it carried: a button acting on part of a selection is worse than no button, and the tiles can be selected by themselves. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
47 KiB
47 KiB