resolveFire();
    private void prepareForPhase(int phase) {        switch (phase) {            case Game.PHASE_LOUNGE :                mapSettings.setBoardsAvailableVector(scanForBoards(mapSettings.getBoardWidth(), mapSettings.getBoardHeight()));                mapSettings.setNullBoards(DEFAULT_BOARD);                break;            case Game.PHASE_EXCHANGE :                resetPlayerReady();                // apply board layout settings to produce a mega-board                mapSettings.replaceBoardWithRandom(MapSettings.BOARD_RANDOM);                mapSettings.replaceBoardWithRandom(MapSettings.BOARD_SURPRISE);                Board[] sheetBoards = new Board[mapSettings.getMapWidth() * mapSettings.getMapHeight()];                for (int i = 0; i < mapSettings.getMapWidth() * mapSettings.getMapHeight(); i++) {                    sheetBoards[i] = new Board();                    sheetBoards[i].load((String)mapSettings.getBoardsSelectedVector().elementAt(i) + ".board");                }                game.board.combine(mapSettings.getBoardWidth(), mapSettings.getBoardHeight(),                mapSettings.getMapWidth(), mapSettings.getMapHeight(), sheetBoards);                // deploy all entities                /*Coords center = new Coords(game.board.width / 2, game.board.height / 2);                for (Enumeration i = game.getEntities(); i.hasMoreElements();) {                    Entity entity = (Entity)i.nextElement();                    deploy(entity, getStartingCoords(entity.getOwner().getStartingPos()), center, 10);                }                */                break;            case Game.PHASE_INITIATIVE :                // remove the last traces of last round                attacks.removeAllElements();                roundReport = new StringBuffer();                resetEntityPhase();                resetEntityRound();                // roll 'em                resetActivePlayersReady();                rollInitiative();                setIneligible(phase);                determineTurnOrder();                writeInitiativeReport();                send(createReportPacket());                break;            case Game.PHASE_DEPLOYMENT :            case Game.PHASE_MOVEMENT :            case Game.PHASE_FIRING :            case Game.PHASE_PHYSICAL :                resetEntityPhase();                setIneligible(phase);                determineTurnOrder();                resetActivePlayersReady();                //send(createEntitiesPacket());                entityAllUpdate();                phaseReport = new StringBuffer();                break;            case Game.PHASE_END :                phaseReport = new StringBuffer();                resetEntityPhase();                resolveHeat();                checkForSuffocation();                resolveCrewDamage();                resolveCrewWakeUp();                autoSave();                if (phaseReport.length() > 0) {                    roundReport.append(phaseReport.toString());                }                log.append("\n" + roundReport.toString());            case Game.PHASE_MOVEMENT_REPORT :            case Game.PHASE_FIRING_REPORT :                resetActivePlayersReady();                send(createReportPacket());                break;            case Game.PHASE_VICTORY :                prepareVictoryReport();                send(createReportPacket());                send(createEndOfGamePacket());                break;        }    }