calculatePlayerBVs();
    private void executePhase(int phase) {        switch (phase) {            case IGame.PHASE_EXCHANGE :                resetPlayersDone();                // Build teams vector                game.setupTeams();                applyBoardSettings();                game.setupRoundDeployment();                game.determineWind();                // If we add transporters for any Magnetic Clamp                // equiped squads, then update the clients' entities.                if ( game.checkForMagneticClamp() ) {                    entityAllUpdate();                }                // transmit the board to everybody                send(createBoardPacket());                break;            case IGame.PHASE_MOVEMENT :                //write Movement Phase header to report                addReport(new Report(2000, Report.PUBLIC));            case IGame.PHASE_SET_ARTYAUTOHITHEXES :            case IGame.PHASE_DEPLOY_MINEFIELDS :            case IGame.PHASE_DEPLOYMENT :            case IGame.PHASE_FIRING :            case IGame.PHASE_PHYSICAL :            case IGame.PHASE_TARGETING :            case IGame.PHASE_OFFBOARD :                changeToNextTurn();                if (game.getOptions().booleanOption("paranoid_autosave")) autoSave();                break;        }    }