Enumeration buildings = game.board.getBuildings();
Enumeration buildings = game.getBoard().getBuildings();
    private void applyBuildingDamage() {        // Walk through the buildings in the game.        // Build the collapse and update vectors as you go.        // N.B. never, NEVER, collapse buildings while you are walking through        //      the Enumeration from megamek.common.Board#getBuildings.        Vector collapse = new Vector();        Vector update = new Vector();        Enumeration buildings = game.board.getBuildings();        while ( buildings.hasMoreElements() ) {            Building bldg = (Building) buildings.nextElement();            // If the CF is zero, the building should fall.            if ( bldg.getCurrentCF() == 0 ) {                collapse.addElement( bldg );            }            // If the building took damage this round, update it.            else if ( bldg.getPhaseCF() != bldg.getCurrentCF() ) {                bldg.setPhaseCF( bldg.getCurrentCF() );                update.addElement( bldg );            }        } // Handle the next building        // If we have any buildings to collapse, collapse them now.        if ( !collapse.isEmpty() ) {            // Get the position map of all entities in the game.            Hashtable positionMap = game.getPositionMap();            // Walk through the buildings that have collapsed.            buildings = collapse.elements();            while ( buildings.hasMoreElements() ) {                Building bldg = (Building) buildings.nextElement();                phaseReport.append( "\n" )                    .append( bldg.getName() )                    .append( " collapses due to damage!\n" );                this.collapseBuilding( bldg, positionMap );            }        }        // If we have any buildings to update, send the message.        if ( !update.isEmpty() ) {            send( createUpdateBuildingCFPacket( update ) );        }    }