send(createFullEntitiesPacket());
    private void prepareForPhase(int phase) {        switch (phase) {            case Game.PHASE_LOUNGE :                mapSettings.setBoardsAvailableVector(scanForBoards(mapSettings.getBoardWidth(), mapSettings.getBoardHeight()));                mapSettings.setNullBoards(DEFAULT_BOARD);                send(createMapSettingsPacket());                break;            case Game.PHASE_INITIATIVE :                // remove the last traces of last round                game.resetActions();                game.resetRoundReport();                roundReport = game.getRoundReport(); //HACK                resetEntityRound();                resetEntityPhase();                checkForObservers();                // roll 'em                resetActivePlayersDone();                rollInitiative();                //setIneligible(phase);                determineTurnOrder();                writeInitiativeReport();                send(createReportPacket());                autoSave();                break;            case Game.PHASE_DEPLOYMENT :            case Game.PHASE_MOVEMENT :            case Game.PHASE_FIRING :            case Game.PHASE_PHYSICAL :                resetEntityPhase();                checkForObservers();                setIneligible(phase);                determineTurnOrder();                resetActivePlayersDone();                //send(createEntitiesPacket());                entityAllUpdate();                game.resetPhaseReport();                phaseReport = game.getPhaseReport(); //HACK                break;            case Game.PHASE_END :                game.resetPhaseReport();                phaseReport = game.getPhaseReport(); //HACK                resetEntityPhase();                checkForObservers();                resolveHeat();                checkForSuffocation();                resolveCrewDamage();                resolveCrewWakeUp();                resolveFire();                if (phaseReport.length() > 0) {                    roundReport.append(phaseReport.toString());                }                log.append( "\n" );                log.append( roundReport.toString() );            case Game.PHASE_MOVEMENT_REPORT :            case Game.PHASE_FIRING_REPORT :                resetActivePlayersDone();                send(createReportPacket());                break;            case Game.PHASE_VICTORY :                prepareVictoryReport();                send(createReportPacket());                send(createEndOfGamePacket());                break;        }    }