case Game.PHASE_DEPLOYMENT :
case IGame.PHASE_DEPLOYMENT :
    public void skipCurrentTurn() {        // find an entity to skip...        Entity toSkip = game.getFirstEntity();        switch (game.getPhase()) {            case Game.PHASE_DEPLOYMENT :                sendServerChat("Turns cannot be skipped in the deployment phase.");                break;            case Game.PHASE_MOVEMENT :                if ( toSkip != null ) {                    processMovement(toSkip, new MovePath(game, toSkip));                }                endCurrentTurn(toSkip);                break;            case Game.PHASE_FIRING :            case Game.PHASE_PHYSICAL :            case Game.PHASE_TARGETING :            case Game.PHASE_OFFBOARD :                if ( toSkip != null ) {                    processAttack(toSkip, new Vector(0));                }                endCurrentTurn(toSkip);                break;            default :        }    }