resolveCrewDamage();
    private void endCurrentPhase() {        switch (game.phase) {        case Game.PHASE_LOUNGE :            changePhase(Game.PHASE_EXCHANGE);            break;        case Game.PHASE_EXCHANGE :            changePhase(Game.PHASE_INITIATIVE);            break;        case Game.PHASE_INITIATIVE :            changePhase(Game.PHASE_MOVEMENT);            break;        case Game.PHASE_MOVEMENT :            roundReport.append("\nMovement Phase\n-------------------\n");            resolveCrewDamage();            // check phase report            if (phaseReport.length() > 0) {                roundReport.append(phaseReport.toString());                changePhase(Game.PHASE_MOVEMENT_REPORT);            } else {                roundReport.append("<nothing>\n");                changePhase(Game.PHASE_FIRING);            }            break;        case Game.PHASE_MOVEMENT_REPORT :            changePhase(Game.PHASE_FIRING);            break;        case Game.PHASE_FIRING :            resolveWeaponAttacks();            checkFor20Damage();            resolveCrewDamage();            resolvePilotingRolls();            // check phase report            if (phaseReport.length() > 0) {                roundReport.append(phaseReport.toString());                changePhase(Game.PHASE_FIRING_REPORT);            } else {                roundReport.append("<nothing>\n");                changePhase(Game.PHASE_PHYSICAL);            }            break;        case Game.PHASE_FIRING_REPORT :            changePhase(Game.PHASE_PHYSICAL);            break;        case Game.PHASE_PHYSICAL :            resolvePhysicalAttacks();            checkFor20Damage();            resolveCrewDamage();            resolvePilotingRolls();            // check phase report            if (phaseReport.length() > 0) {                roundReport.append(phaseReport.toString());            } else {                roundReport.append("<nothing>\n");            }            changePhase(Game.PHASE_END);            break;        case Game.PHASE_END :            changePhase(Game.PHASE_INITIATIVE);            break;        }    }