BTGame pane + shell de-hardcode for multi-game pods (BT port phase 3)
BTGame mirrors RPGame - same GameStateData/state-machine/NetworkScan engine driving each pod's MungaGame (take ownership, stream egg on WaitingForEgg, Run/Abort/Stop, countdown) - with the BT differences: ApplicationID.BTL4, a pilots grid carrying Mech/Camo/Patch/Badge/Experience, an Advanced Damage checkbox in place of RP's Score Compression, and the Mech* in-match messages recorded via BTMissionRecorder into BTMissionResults (.btm, gzip + BinaryFormatter like .rpm; scores are 1000-based like RP). Free For All and No Return share the pane; the mode selects the pilots' role. BTDefaults persists per-mode operator defaults to BTDefaults.btd (no dialog yet). RPGame's dead decompile members (sStopToIdleStates, IsAllPodsAppState) were not carried over. TeslaConsoleForm no longer assumes RP: the "AppID != 0 -> Pod Not Running RP" check becomes a GameTag map (RPL4 -> RP, BTL4 -> BT, otherwise Unknown Pod Application) feeding the per-game status strings, and the Games menu gains BattleTech: Free For All / No Return. Deferred to phase 4: mech/arena art, BT defaults dialog, BT score-sheet print document, Apps.xml BT411 product, live-pod verification. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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using System;
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using System.Collections.Generic;
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namespace TeslaConsole.BattleTech;
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/// <summary>A pilot's running score changed (<c>MechScoreUpdateMessage</c>).</summary>
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[Serializable]
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internal class BTScoreUpdateEvent : BTMissionEvent
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{
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public readonly int Score;
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public override IEnumerable<BTPlayer> InvolvedPilots => new BTPlayer[1] { ReportingPilot };
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public BTScoreUpdateEvent(BTPlayer reportingPilot, TimeSpan missionTime, int score)
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: base(reportingPilot, missionTime)
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{
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Score = score;
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}
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private BTScoreUpdateEvent()
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{
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}
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}
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