case Game.PHASE_SET_ARTYAUTOHITHEXES : case Game.PHASE_DEPLOY_MINEFIELDS : case Game.PHASE_DEPLOYMENT : case Game.PHASE_MOVEMENT : case Game.PHASE_FIRING : case Game.PHASE_PHYSICAL : case Game.PHASE_TARGETING :
case IGame.PHASE_SET_ARTYAUTOHITHEXES : case IGame.PHASE_DEPLOY_MINEFIELDS : case IGame.PHASE_DEPLOYMENT : case IGame.PHASE_MOVEMENT : case IGame.PHASE_FIRING : case IGame.PHASE_PHYSICAL : case IGame.PHASE_TARGETING :
    private void executePhase(int phase) {        switch (phase) {            case Game.PHASE_EXCHANGE :                resetPlayersDone();                // Build teams vector                setupTeams(game);                applyBoardSettings();                game.setupRoundDeployment();                game.determineWind();                // If we add transporters for any Magnetic Clamp                // equiped squads, then update the clients' entities.                if ( game.checkForMagneticClamp() ) {                    send(createEntitiesPacket());                }                // transmit the board to everybody                send(createBoardPacket());                break;            case Game.PHASE_SET_ARTYAUTOHITHEXES :            case Game.PHASE_DEPLOY_MINEFIELDS :            case Game.PHASE_DEPLOYMENT :            case Game.PHASE_MOVEMENT :            case Game.PHASE_FIRING :            case Game.PHASE_PHYSICAL :            case Game.PHASE_TARGETING :                changeToNextTurn();                if (game.getOptions().booleanOption("paranoid_autosave")) autoSave();                break;        }    }