deploy(entity, getStartingCoords(entity.getOwner().getStartingPos()), center);
deploy(entity, getStartingCoords(entity.getOwner().getStartingPos()), center, 10);
    private void prepareForPhase(int phase) {        switch (phase) {        case Game.PHASE_EXCHANGE :            gameSettings.friendlyFire = game.getNoOfPlayers() <= 1;            resetPlayerReady();            // apply board layout settings to produce a mega-board            Board[] sheetBoards = new Board[gameSettings.sheetWidth * gameSettings.sheetHeight];            for (int i = 0; i < gameSettings.sheetWidth * gameSettings.sheetHeight; i++) {                sheetBoards[i] = new Board();                sheetBoards[i].load(getRandomBoard());            }            game.board.combine(gameSettings.boardWidth, gameSettings.boardHeight,                    gameSettings.sheetWidth, gameSettings.sheetHeight, 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);            }            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_MOVEMENT :        case Game.PHASE_FIRING :            resetEntityFacing();        case Game.PHASE_PHYSICAL :            resetEntityPhase();            setIneligible(phase);            determineTurnOrder();            resetActivePlayersReady();            send(createEntitiesPacket());            phaseReport = new StringBuffer();            break;        case Game.PHASE_END :            phaseReport = new StringBuffer();            resetEntityPhase();            resolveHeat();            checkForSuffocation();            resolveCrewDamage();            resolveCrewWakeUp();            if (phaseReport.length() > 0) {                roundReport.append(phaseReport);            }        case Game.PHASE_MOVEMENT_REPORT :        case Game.PHASE_FIRING_REPORT :            resetActivePlayersReady();            send(createReportPacket());            break;        }    }