if ( this.phase == Game.PHASE_DEPLOY_MINEFIELDS ||
if ( this.phase == Game.PHASE_SET_ARTYAUTOHITHEXES || this.phase == Game.PHASE_DEPLOY_MINEFIELDS ||
    private synchronized void manageMenu() {        // If we have a game, we can't join a new one, but we can save it.        // Also, no Game menu in the editor (where (this.hasBoard && null==this.client)).        if ( this.game != null || (this.hasBoard && null==this.client)) {            fileGameNew.setEnabled( false );            fileGameOpen.setEnabled( false );            fileGameScenario.setEnabled( false );            fileGameConnectBot.setEnabled( false );            fileGameConnect.setEnabled( false );            // We can only save in certain phases of the game.            if ( this.phase != Game.PHASE_UNKNOWN &&                 this.phase != Game.PHASE_LOUNGE &&                 this.phase != Game.PHASE_SELECTION &&                 this.phase != Game.PHASE_EXCHANGE &&                 this.phase != Game.PHASE_VICTORY &&                 this.phase != Game.PHASE_STARTING_SCENARIO ) {                fileGameSave.setEnabled( true );            } else {                fileGameSave.setEnabled( false );            }        }        // If we have no game, we can't save, but we can create or join one.        else {                 fileGameNew.setEnabled( true );                fileGameOpen.setEnabled( true );                fileGameSave.setEnabled( false );                fileGameScenario.setEnabled( true );                fileGameConnectBot.setEnabled( true );                fileGameConnect.setEnabled( true );        }        // can view Game Opts if we have a game        if ( this.game != null ) {            viewGameOptions.setEnabled( true );        } else {            viewGameOptions.setEnabled( false );        };        // As of 2003-09-04, we can't ever print.        filePrint.setEnabled( false );        // the Client doesn't have any board actions        if (null!=client) {                fileBoardNew.setEnabled( false );                fileBoardOpen.setEnabled( false );                fileBoardSave.setEnabled( false );                fileBoardSaveAs.setEnabled( false );                fileBoardSaveAsImage.setEnabled( false );        // but the main window and map editor do        } else {            fileBoardNew.setEnabled( true );            fileBoardOpen.setEnabled( true );            fileBoardSave.setEnabled( false );            fileBoardSaveAs.setEnabled( false );            fileBoardSaveAsImage.setEnabled( false );        };        // If we have a board, we can perform board actions and view the mini map.        if ( this.hasBoard ) {            // Save boards only in BoardEditor            if (null==client) {                fileBoardSave.setEnabled( true );                fileBoardSaveAs.setEnabled( true );                fileBoardSaveAsImage.setEnabled( true );            };            viewMiniMap.setEnabled( true );            if ( isJ2RE ){            	viewZoomIn.setEnabled( true );            	viewZoomOut.setEnabled( true );            } else {            	viewZoomIn.setEnabled( false);            	viewZoomOut.setEnabled( false );            }        }        // If we don't have a board we can't view the mini map.        else {            viewMiniMap.setEnabled( false );            viewZoomIn.setEnabled( false );            viewZoomOut.setEnabled( false );        }        // If we have a unit list, and if we are in the lounge,        // then we can still perform all unit list actions.        if ( this.hasUnitList ) {            fileUnitsOpen.setEnabled( (this.phase == Game.PHASE_LOUNGE) );            fileUnitsClear.setEnabled( (this.phase == Game.PHASE_LOUNGE) );            fileUnitsSave.setEnabled( (this.phase == Game.PHASE_LOUNGE) );        }        // If we don't have a unit list, but we are in the lounge,        // then we can open a unit list.        else {            fileUnitsOpen.setEnabled( (this.phase == Game.PHASE_LOUNGE) );            fileUnitsClear.setEnabled( false );            fileUnitsSave.setEnabled( false );        }        // If an entity has been selected, we can view it.        if ( this.entity != null ) {            viewMekDisplay.setEnabled( true );        }        // If we haven't selected an entity, we can't view it.        else {            viewMekDisplay.setEnabled( false );        }        // We can only view the LOS/Range tool setting and        // the mini map in certain phases.        if ( this.phase == Game.PHASE_DEPLOY_MINEFIELDS ||             this.phase == Game.PHASE_MOVEMENT ||             this.phase == Game.PHASE_FIRING ||             this.phase == Game.PHASE_PHYSICAL ||             this.phase == Game.PHASE_OFFBOARD ||             this.phase == Game.PHASE_TARGETING ||             this.phase == Game.PHASE_DEPLOYMENT ) {            viewLOSSetting.setEnabled( true );            viewMiniMap.setEnabled( true );            if ( isJ2RE == true ){	            viewZoomIn.setEnabled( true );	            viewZoomOut.setEnabled( true );            } else {	            viewZoomIn.setEnabled( false );	            viewZoomOut.setEnabled( false );            }            viewUnitOverview.setEnabled( true );            viewPlayerList.setEnabled( true );        } else {            viewLOSSetting.setEnabled( false );            viewMiniMap.setEnabled( false );            viewZoomIn.setEnabled( false );            viewZoomOut.setEnabled( false );            viewUnitOverview.setEnabled( false );            viewPlayerList.setEnabled( false );        }        // We can only view the turn report in certain phases.        if ( this.phase == Game.PHASE_INITIATIVE ||             this.phase == Game.PHASE_MOVEMENT ||             this.phase == Game.PHASE_FIRING ||             this.phase == Game.PHASE_PHYSICAL ||             this.phase == Game.PHASE_OFFBOARD ||             this.phase == Game.PHASE_TARGETING ||             this.phase == Game.PHASE_END ||             this.phase == Game.PHASE_DEPLOYMENT ) {            viewTurnReport.setEnabled( true );        } else {            viewTurnReport.setEnabled( false );        }        // As of 2003-09-04, we can't ever view the initiative report.        viewInitiativeReport.setEnabled( false );        // As of 2003-09-04, we can always at least look at the client settings.        viewClientSettings.setEnabled( true );       if ( this.phase != Game.PHASE_FIRING || entity == null ) {            fireCancel.setEnabled( false );        } else {            fireCancel.setEnabled( true );        }    }