&& game.getPhase() != IGame.PHASE_TARGETING) {
&& game.getPhase() != IGame.PHASE_TARGETING && game.getPhase() != IGame.PHASE_OFFBOARD) {
    private void receiveAttack(Packet packet, int connId) {        Entity entity = game.getEntity(packet.getIntValue(0));        Vector vector = (Vector)packet.getObject(1);        // is this the right phase?        if (game.getPhase() != IGame.PHASE_FIRING        && game.getPhase() != IGame.PHASE_PHYSICAL        && game.getPhase() != IGame.PHASE_TARGETING) {            System.err.println("error: server got attack packet in wrong phase");            return;        }        // can this player/entity act right now?        if (!game.getTurn().isValid(connId, entity, game)) {            System.err.println("error: server got invalid attack packet");            return;        }        // looks like mostly everything's okay        processAttack(entity, vector);        // Update visibility indications if using double blind.        if (doBlind()) {            updateVisibilityIndicator();        }        endCurrentTurn(entity);    }