resolveWeaponAttacks();
resolveOnlyWeaponAttacks();
    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_DEPLOYMENT :                game.setHasDeployed(true);                changePhase(Game.PHASE_INITIATIVE);                break;            case Game.PHASE_INITIATIVE :                if (game.hasDeployed()) {                    changePhase(Game.PHASE_MOVEMENT);                }                else {                    changePhase(Game.PHASE_DEPLOYMENT);                }                break;            case Game.PHASE_MOVEMENT :                roundReport.append("\nMovement Phase\n-------------------\n");                addMovementHeat();                resolveCrewDamage();                resolvePilotingRolls(); // Skids cause damage in movement phase                resolveCrewDamage(); // again, I guess                checkForFlamingDeath();                applyBuildingDamage();                // 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 :                assignAMS();                resolveWeaponAttacks();                checkFor20Damage();                resolveCrewDamage();                resolvePilotingRolls();                resolveCrewDamage(); // again, I guess                applyBuildingDamage();                // 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();                resolveCrewDamage(); // again, I guess                applyBuildingDamage();                // 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 :                if (victory()) {                    changePhase(Game.PHASE_VICTORY);                } else {                    changePhase(Game.PHASE_INITIATIVE);                }                break;            case Game.PHASE_VICTORY :                resetGame();                break;        }    }