protected void rotateTurn() {
		if (currentTurn < playerCount) {
			currentTurn += 1;
			PrimaryController.generateNotification("Switching to Player " + currentTurn, 0);
			turnTimer.setRepeats(true);
			percent = 0;
			turnTimer.start();
		}
		else {
			for (int r = 0; r < unitsP1.length; r++) {
				for (int c = 0; c < unitsP1.length; c++) {
					if (unitsP1[r][c].toInt() != 0) {
						activityQueue.add(unitsP1[r][c].getActivityList());
					}
					if (unitsP2[r][c].toInt() != 0) {
						activityQueue.add(unitsP2[r][c].getActivityList());
					}
					if (unitsP3[r][c].toInt() != 0) {
						activityQueue.add(unitsP3[r][c].getActivityList());
					}
					if (unitsP4[r][c].toInt() != 0) {
						activityQueue.add(unitsP4[r][c].getActivityList());
					}
				}
			}
			
			activityQueue.process();
			// Consider how to implement the chain of activities
			currentTurn = 1;
		}
		waitingState = 1;
	}