send(createAttackPacket(game.getActionsVector()));
send(createAttackPacket(game.getActionsVector(), false)); send(createAttackPacket(game.getChargesVector(), true));
    private void sendCurrentInfo(int connId) {        transmitAllPlayerConnects(connId);        send(connId, createGameSettingsPacket());        if (doBlind()) {            send(connId, createFilteredEntitiesPacket(getPlayer(connId)));        }        else {            send(connId, createEntitiesPacket());        }        switch (game.phase) {            case Game.PHASE_LOUNGE :                send(connId, createMapSettingsPacket());                break;            case Game.PHASE_INITIATIVE :            case Game.PHASE_MOVEMENT_REPORT :            case Game.PHASE_FIRING_REPORT :            case Game.PHASE_END :            case Game.PHASE_VICTORY :                send(connId, createReportPacket());            default :                getPlayer(connId).setDone(game.getEntitiesOwnedBy(getPlayer(connId)) <= 0);                send(connId, createBoardPacket());                break;        }        send(connId, new Packet(Packet.COMMAND_PHASE_CHANGE, new Integer(game.phase)));        if (game.getPhase() == Game.PHASE_FIRING || game.getPhase() == Game.PHASE_PHYSICAL) {            // can't go above, need board to have been sent            send(createAttackPacket(game.getActionsVector()));        }        if (game.phaseHasTurns(game.getPhase())) {            send(connId, createTurnVectorPacket());            send(connId, createTurnIndexPacket());        }    }