if (client.game.getPhase() != Game.PHASE_MOVEMENT) {
if (client.game.getPhase() != IGame.PHASE_MOVEMENT) {
    public void gameTurnChange(GameTurnChangeEvent e) {        // Are we ignoring events?        if ( this.isIgnoringEvents() ) {            return;        }        if (client.game.getPhase() != Game.PHASE_MOVEMENT) {            // ignore            return;        }        // else, change turn        endMyTurn();        if (client.isMyTurn()) {            // Can the player unload entities stranded on immobile transports?            if ( client.canUnloadStranded() ) {                unloadStranded();            } else {                beginMyTurn();            }        } else {            if (e.getPlayer() == null && client.game.getTurn() instanceof GameTurn.UnloadStrandedTurn) {                setStatusBarText(Messages.getString("MovementDisplay.waitForAnother")); //$NON-NLS-1$            } else {                setStatusBarText(Messages.getString("MovementDisplay.its_others_turn", new Object[]{e.getPlayer().getName()})); //$NON-NLS-1$            }        }    }