GameTurn newTurn = new GameTurn.OnlyInfantryAndProtomechTurn(playerId);
GameTurn newTurn = new GameTurn.EntityClassTurn( playerId, multiMask );
    private void endCurrentTurn(Entity entityUsed) {        // enforce "inf_and_protos_move_multi" option        boolean turnsChanged = false;        if (game.getOptions().booleanOption("inf_and_protos_move_multi") &&            (entityUsed instanceof Infantry || entityUsed instanceof Protomech)            && !(game.getTurn() instanceof GameTurn.OnlyInfantryAndProtomechTurn)) {            int playerId = game.getTurn().getPlayerNum();            int remaining = game.infantryAndProtomechsLeft(playerId);            int moreInfAndProtoTurns = Math.min(Game.INF_AND_PROTOS_MOVE_MULTI - 1, remaining);            for (int i = 0; i < moreInfAndProtoTurns; i++) {                GameTurn newTurn = new GameTurn.OnlyInfantryAndProtomechTurn(playerId);                game.insertNextTurn(newTurn);                turnsChanged = true;            }        }        // brief everybody on the turn update, if they changed        if (turnsChanged) {            send(createTurnVectorPacket());        }        // move along        changeToNextTurn();    }