phaseReport.append("Fire at " + currentCoords.getBoardNum() + " was started this round.\n");
phaseReport.append( "Fire at " ) .append( currentCoords.getBoardNum() ) .append( " was started this round.\n" );
    private void resolveFire() {        Board board = game.getBoard();        int width = board.width;        int height = board.height;        int windDirection = game.getWindDirection();                phaseReport.append("\n\nResolving fire movement \n ------------------------\n");        // cycle through all hexes, checking for fire.        for (int currentXCoord = 0; currentXCoord < width; currentXCoord++ ) {                        for (int currentYCoord = 0; currentYCoord < height; currentYCoord++) {                Coords currentCoords = new Coords(currentXCoord, currentYCoord);                Hex currentHex = board.getHex(currentXCoord, currentYCoord);                // if the woods has been cleared, put the fires out.                if (currentHex.contains(Terrain.FIRE) && !(currentHex.contains(Terrain.WOODS))) {                    removeFire(currentXCoord, currentYCoord, currentHex);                }                if (currentHex.levelOf(Terrain.FIRE) == 2)  //Fire was started on a previous turn                {                    phaseReport.append("Fire at " + currentCoords.getBoardNum() + " is burning brightly.\n");                    //spread fire...                    spreadFire(currentXCoord, currentYCoord, windDirection);                }  // End the Else If Hex was on fire previously            }  // end the loop through Y coordinates        }  // end the loop through X coordinates        //  Loop a second time, to set all fires to level 2 before next turn, and add smoke.        for (int currentXCoord = 0; currentXCoord < width; currentXCoord++ ) {                        for (int currentYCoord = 0; currentYCoord < height; currentYCoord++) {                Coords currentCoords = new Coords(currentXCoord, currentYCoord);                Hex currentHex = board.getHex(currentXCoord,currentYCoord);                // if the fire in the hex was started this turn                if (currentHex.levelOf(Terrain.FIRE) == 1) {                    currentHex.removeTerrain(Terrain.FIRE);                    currentHex.addTerrain(new Terrain(Terrain.FIRE, 2));                    sendChangedHex(currentCoords);                    phaseReport.append("Fire at " + currentCoords.getBoardNum() + " was started this round.\n");                }                if (currentHex.contains(Terrain.FIRE)) {                    addSmoke(currentXCoord, currentYCoord, windDirection);                    addSmoke(currentXCoord, currentYCoord, (windDirection+1)%6);                    addSmoke(currentXCoord, currentYCoord, (windDirection+5)%6);                    board.initializeAround(currentXCoord,currentYCoord);                }            }        }            }  // End the ResolveFire() method