&& ((game.getPhase() != Game.PHASE_DEPLOY_MINEFIELDS) && (game.getPhase() != Game.PHASE_SET_ARTYAUTOHITHEXES))) {
&& ((game.getPhase() != IGame.PHASE_DEPLOY_MINEFIELDS) && (game.getPhase() != IGame.PHASE_SET_ARTYAUTOHITHEXES))) {
    private void changeToNextTurn() {        // if there aren't any more turns, end the phase        if (!game.hasMoreTurns()) {            endCurrentPhase();            return;        }        // okay, well next turn then!        GameTurn nextTurn = game.changeToNextTurn();        send(createTurnIndexPacket());        Player player = getPlayer( nextTurn.getPlayerNum() );        if ( null != player && player.isGhost() ) {            sendGhostSkipMessage( player );        }        else if ( null == game.getFirstEntity()                  && null != player                  && ((game.getPhase() != Game.PHASE_DEPLOY_MINEFIELDS) && (game.getPhase() != Game.PHASE_SET_ARTYAUTOHITHEXES))) {            sendTurnErrorSkipMessage( player );        }    }