<ais>
	<ai>
		<name>Sniper</name>
		<description>A computer controlled player.
Snipers prefer to use laser weapons and guns.</description>
		<availableforrandom>true</availableforrandom>
		<availableforplayers>true</availableforplayers>
		
		<weapons>
			<!-- A list of weapon sets that will be considered during buying.
				Only one weaponset will be selected. -->
			<weaponset>WeaponSetSniper</weaponset>
		</weapons>
		<defense>
			<!-- Use batteries if available -->
			<usebatteries>true</usebatteries>
			<!-- Use shields if available -->
			<useshields>true</useshields>
			<!-- Use parachutes if available -->
			<useparachutes>true</useparachutes>
		</defense>
		<attack>
			<resign>
				<!-- Try resigning rules -->
				<useresign>true</useresign>
				<!-- Don't consider resigning unless you have less than this amount of life -->
				<resignlife>10.0</resignlife>
			</resign>
			<movement>
				<!-- Tank must have fuel before movement can occur. -->
				<!-- Try movement rules -->
				<usefuel>true</usefuel>
				<!-- The amount of damage taken before movement is considered -->
				<movementdamage>300.0</movementdamage>
				<!-- Once the above damage has been taken the chance to move out the way -->
				<movementdamagechance>0.3</movementdamagechance>
				<!-- The amount of life before we consider moving -->
				<movementlife>75.0</movementlife>
				<!-- The randomness applied to the final movement position -->
				<movementrandom>10.0</movementrandom>
				<!-- The distance left between the target tank and the movement destination -->
				<movementcloseness>15.0</movementcloseness>
			</movement>
			<groupshot>
				<!-- The number of tanks that need to be grouped before considering a group shot 
					A group shot is available if targets are close together and the tank has
					a hugeweapon. -->
				<groupshotsize>0</groupshotsize>
				<!-- The chance that a group shot will be considered -->
				<groupshotchance>0.0</groupshotchance>
				<!-- The max distance between tanks considered grouped -->
				<grouptargetdistance>25.0</grouptargetdistance>
			</groupshot>
			<sniper>
				<!-- Sniper shots are used for both lasers and projectiles on full power. -->
				<!-- How close do I need to be from a target before considering a sniper shot -->
				<sniperusedistance>100.0</sniperusedistance>
				<!-- The distance in degress that my 1st sniper shot may miss by -->
				<sniperstartdistance>0.0</sniperstartdistance>
				<!-- The distance in degrees that my best sniper shot may miss by -->
				<sniperenddistance>0.0</sniperenddistance>
				<!-- The min distance in degrees that each sniper shot will improve -->
				<snipermindecrement>2.0</snipermindecrement>
				<!-- The max distance in degrees that each sniper shot will improve -->
				<snipermaxdecrement>5.0</snipermaxdecrement>
				<!-- The maximum amount of accuracy in degrees that will be lost if the tank moves -->
				<snipermovementfactor>4.0</snipermovementfactor>
			</sniper>
			<projectile>
				<!-- The minimum distance to allow for shots.  Stops self kills -->
				<projectilemindistance>10.0</projectilemindistance>
				<!-- These are all distances of the 1st particle of the projectile to hit the ground. -->
				<!-- The distance that the 1st projectile shot may miss by -->
				<projectilestartdistance>10.0</projectilestartdistance>
				<!-- The distance that the my best projectile shot may get to -->
				<projectileenddistance>5.0</projectileenddistance>
				<!-- The min distance that each projecile shot will improve -->
				<projectilemindecrement>1.0</projectilemindecrement>
				<!-- The max distance that each projecile shot will improve -->
				<projectilemaxdecrement>4.0</projectilemaxdecrement>
				<!-- How close a shot do I need to get to a target before firing large weapons -->
				<largeweaponusedistance>10.0</largeweaponusedistance>
				<!-- The maximum amount of accuracy that will be lost if the tank moves -->
				<projectilemovementfactor>10.0</projectilemovementfactor>
			</projectile>

			<!-- 
				Weighting factors use to determine which tank to fire at. 
				Targets are all ranked using these factors.
				The top weighted targets are selected to be fired at 1st. 
				Each factor is multiplied by the weight and then all factors are added
				to give the total weighting. 
				All factors are in the range -1.0 to 1.0 before weighting.
			-->
			<targets>
				<health>0.5</health>
				<random>0</random>
				<player>0</player>
				<shield>-0.5</shield>
				<score>0.5</score>
				<repeat>1.0</repeat>
				<damagetaken>1.0</damagetaken>
				<damagedone>0.5</damagedone>
				<distance>-1.0</distance>
			</targets>		  
		</attack>
	</ai>
	
	<ai>
		<name>Cyborg</name>
		<description>A computer controlled player.
Cyborgs are like Sharks, except they can
use batteries.</description>
		<!-- Is the random computer player allowed this tank type -->
		<availableforrandom>true</availableforrandom>
		<!-- Are AIs controlling players allowed to use the type -->
		<availableforplayers>true</availableforplayers>

		<weapons>
			<!-- A list of weapon sets that will be considered during buying.
				Only one weaponset will be selected. -->
			<weaponset>WeaponSetNukes</weaponset>
		</weapons>
		<defense>
			<!-- Use batteries if available -->
			<usebatteries>true</usebatteries>
			<!-- Use shields if available -->
			<useshields>true</useshields>
			<!-- Use parachutes if available -->
			<useparachutes>true</useparachutes>
		</defense>
		<attack>
			<resign>
				<!-- Try resigning rules -->
				<useresign>true</useresign>
				<!-- Don't consider resigning unless you have less than this amount of life -->
				<resignlife>10.0</resignlife>
			</resign>
			<movement>
				<!-- Tank must have fuel before movement can occur. -->
				<!-- Try movement rules -->
				<usefuel>true</usefuel>
				<!-- The amount of damage taken before movement is considered-->
				<movementdamage>300.0</movementdamage>
				<!-- Once the above damage has been taken the chance to move out the way -->
				<movementdamagechance>0.3</movementdamagechance>
				<!-- The amount of life before we consider moving -->
				<movementlife>75.0</movementlife>
				<!-- The randomness applied to the final movement position -->
				<movementrandom>10.0</movementrandom>
				<!-- The distance left between the target tank and the movement destination -->
				<movementcloseness>15.0</movementcloseness>
			</movement>
			<groupshot>
				<!-- The number of tanks that need to be grouped before considering a group shot 
					A group shot is available if targets are close together and the tank has
					a hugeweapon. -->
				<groupshotsize>2</groupshotsize>
				<!-- The chance that a group shot will be considered -->
				<groupshotchance>0.7</groupshotchance>
				<!-- The max distance between tanks considered grouped -->
				<grouptargetdistance>25.0</grouptargetdistance>
			</groupshot>
			<sniper>
				<!-- Sniper shots are used for both lasers and projectiles on full power. -->
				<!-- How close do I need to be from a target before considering a sniper shot -->
				<sniperusedistance>80.0</sniperusedistance>
				<!-- The distance in degress that my 1st sniper shot may miss by -->
				<sniperstartdistance>0.0</sniperstartdistance>
				<!-- The distance in degrees that my best sniper shot may miss by -->
				<sniperenddistance>0.0</sniperenddistance>
				<!-- The min distance in degrees that each sniper shot will improve -->
				<snipermindecrement>2.0</snipermindecrement>
				<!-- The max distance in degrees that each sniper shot will improve -->
				<snipermaxdecrement>5.0</snipermaxdecrement>
				<!-- The maximum amount of accuracy in degrees that will be lost if the tank moves -->
				<snipermovementfactor>4.0</snipermovementfactor>
			</sniper>
			<projectile>
				<projectilemindistance>10.0</projectilemindistance>
				<!-- These are all distances of the 1st particle of the projectile to hit the ground. -->
				<!-- The distance that the 1st projectile shot may miss by -->
				<projectilestartdistance>10.0</projectilestartdistance>
				<!-- The distance that the my best projectile shot may get to -->
				<projectileenddistance>5.0</projectileenddistance>
				<!-- The min distance that each projecile shot will improve -->
				<projectilemindecrement>1.0</projectilemindecrement>
				<!-- The max distance that each projecile shot will improve -->
				<projectilemaxdecrement>4.0</projectilemaxdecrement>
				<!-- How close a shot do I need to get to a target before firing large weapons -->
				<largeweaponusedistance>10.0</largeweaponusedistance>
				<!-- The maximum amount of accuracy that will be lost if the tank moves -->
				<projectilemovementfactor>10.0</projectilemovementfactor>
			</projectile>

			<!-- 
				Weighting factors use to determine which tank to fire at. 
				Targets are all ranked using these factors.
				The top weighted targets are selected to be fired at 1st. 
				Each factor is multiplied by the weight and then all factors are added
				to give the total weighting. 
				All factors are in the range -1.0 to 1.0 before weighting.
			-->
			<targets>
				<health>0</health>
				<random>0</random>
				<player>0</player>
				<shield>0</shield>
				<score>0</score>
				<repeat>0</repeat>
				<damagetaken>0</damagetaken>
				<damagedone>0</damagedone>
				<distance>-1.0</distance>
			</targets>		  
		</attack>
	</ai>
	
	<ai>
		<name>Pyro</name>
		<description>A computer controlled player.
A Pyro is a refined version of the cyborg
that prefers to use fire-based weaponry.</description>
		<availableforrandom>true</availableforrandom>
		<availableforplayers>true</availableforplayers>
		
		<weapons>
			<!-- A list of weapon sets that will be considered during buying.
				Only one weaponset will be selected. -->
			<weaponset>WeaponSetFire</weaponset>
		</weapons>
		<defense>
			<!-- Use batteries if available -->
			<usebatteries>true</usebatteries>
			<!-- Use shields if available -->
			<useshields>true</useshields>
			<!-- Use parachutes if available -->
			<useparachutes>true</useparachutes>
		</defense>
		<attack>
			<resign>
				<!-- Try resigning rules -->
				<useresign>true</useresign>
				<!-- Don't consider resigning unless you have less than this amount of life -->
				<resignlife>10.0</resignlife>
			</resign>
			<movement>
				<!-- Tank must have fuel before movement can occur. -->
				<!-- Try movement rules -->
				<usefuel>true</usefuel>
				<!-- The amount of damage taken before movement is considered-->
				<movementdamage>300.0</movementdamage>
				<!-- Once the above damage has been taken the chance to move out the way -->
				<movementdamagechance>0.3</movementdamagechance>
				<!-- The amount of life before we consider moving -->
				<movementlife>75.0</movementlife>
				<!-- The randomness applied to the final movement position -->
				<movementrandom>10.0</movementrandom>
				<!-- The distance left between the target tank and the movement destination -->
				<movementcloseness>15.0</movementcloseness>
			</movement>
			<groupshot>
				<!-- The number of tanks that need to be grouped before considering a group shot 
					A group shot is available if targets are close together and the tank has
					a hugeweapon. -->
				<groupshotsize>2</groupshotsize>
				<!-- The chance that a group shot will be considered -->
				<groupshotchance>0.7</groupshotchance>
				<!-- The max distance between tanks considered grouped -->
				<grouptargetdistance>25.0</grouptargetdistance>
			</groupshot>
			<sniper>
				<!-- Sniper shots are used for both lasers and projectiles on full power. -->
				<!-- How close do I need to be from a target before considering a sniper shot -->
				<sniperusedistance>60.0</sniperusedistance>
				<!-- The distance in degress that my 1st sniper shot may miss by -->
				<sniperstartdistance>0.0</sniperstartdistance>
				<!-- The distance in degrees that my best sniper shot may miss by -->
				<sniperenddistance>0.0</sniperenddistance>
				<!-- The min distance in degrees that each sniper shot will improve -->
				<snipermindecrement>2.0</snipermindecrement>
				<!-- The max distance in degrees that each sniper shot will improve -->
				<snipermaxdecrement>5.0</snipermaxdecrement>
				<!-- The maximum amount of accuracy in degrees that will be lost if the tank moves -->
				<snipermovementfactor>4.0</snipermovementfactor>
			</sniper>
			<projectile>
				<projectilemindistance>10.0</projectilemindistance>
				<!-- These are all distances of the 1st particle of the projectile to hit the ground. -->
				<!-- The distance that the 1st projectile shot may miss by -->
				<projectilestartdistance>10.0</projectilestartdistance>
				<!-- The distance that the my best projectile shot may get to -->
				<projectileenddistance>5.0</projectileenddistance>
				<!-- The min distance that each projecile shot will improve -->
				<projectilemindecrement>1.0</projectilemindecrement>
				<!-- The max distance that each projecile shot will improve -->
				<projectilemaxdecrement>4.0</projectilemaxdecrement>
				<!-- How close a shot do I need to get to a target before firing large weapons -->
				<largeweaponusedistance>10.0</largeweaponusedistance>
				<!-- The maximum amount of accuracy that will be lost if the tank moves -->
				<projectilemovementfactor>10.0</projectilemovementfactor>
			</projectile>

			<!-- 
				Weighting factors use to determine which tank to fire at. 
				Targets are all ranked using these factors.
				The top weighted targets are selected to be fired at 1st. 
				Each factor is multiplied by the weight and then all factors are added
				to give the total weighting. 
				All factors are in the range -1.0 to 1.0 before weighting.
			-->
			<targets>
				<health>0</health>
				<random>0</random>
				<player>0</player>
				<shield>0</shield>
				<score>0</score>
				<repeat>0</repeat>
				<damagetaken>0</damagetaken>
				<damagedone>0</damagedone>
				<distance>-1.0</distance>
			</targets>		  
		</attack>
	</ai>

	<ai>
		<name>Chemist</name>
		<description>A computer controlled player.
Chemists are Cyborgs that specialize in the
use of bio/chemical weaponry.</description>
		<availableforrandom>true</availableforrandom>
		<availableforplayers>true</availableforplayers>
		
		<weapons>
			<!-- A list of weapon sets that will be considered during buying.
				Only one weaponset will be selected. -->
			<weaponset>WeaponSetChem</weaponset>
		</weapons>
		<defense>
			<!-- Use batteries if available -->
			<usebatteries>true</usebatteries>
			<!-- Use shields if available -->
			<useshields>true</useshields>
			<!-- Use parachutes if available -->
			<useparachutes>true</useparachutes>
		</defense>
		<attack>
			<resign>
				<!-- Try resigning rules -->
				<useresign>true</useresign>
				<!-- Don't consider resigning unless you have less than this amount of life -->
				<resignlife>10.0</resignlife>
			</resign>
			<movement>
				<!-- Tank must have fuel before movement can occur. -->
				<!-- Try movement rules -->
				<usefuel>true</usefuel>
				<!-- The amount of damage taken before movement is considered-->
				<movementdamage>300.0</movementdamage>
				<!-- Once the above damage has been taken the chance to move out the way -->
				<movementdamagechance>0.3</movementdamagechance>
				<!-- The amount of life before we consider moving -->
				<movementlife>75.0</movementlife>
				<!-- The randomness applied to the final movement position -->
				<movementrandom>10.0</movementrandom>
				<!-- The distance left between the target tank and the movement destination -->
				<movementcloseness>15.0</movementcloseness>
			</movement>
			<groupshot>
				<!-- The number of tanks that need to be grouped before considering a group shot 
					A group shot is available if targets are close together and the tank has
					a hugeweapon. -->
				<groupshotsize>2</groupshotsize>
				<!-- The chance that a group shot will be considered -->
				<groupshotchance>0.7</groupshotchance>
				<!-- The max distance between tanks considered grouped -->
				<grouptargetdistance>25.0</grouptargetdistance>
			</groupshot>
			<sniper>
				<!-- Sniper shots are used for both lasers and projectiles on full power. -->
				<!-- How close do I need to be from a target before considering a sniper shot -->
				<sniperusedistance>60.0</sniperusedistance>
				<!-- The distance in degress that my 1st sniper shot may miss by -->
				<sniperstartdistance>0.0</sniperstartdistance>
				<!-- The distance in degrees that my best sniper shot may miss by -->
				<sniperenddistance>0.0</sniperenddistance>
				<!-- The min distance in degrees that each sniper shot will improve -->
				<snipermindecrement>2.0</snipermindecrement>
				<!-- The max distance in degrees that each sniper shot will improve -->
				<snipermaxdecrement>5.0</snipermaxdecrement>
				<!-- The maximum amount of accuracy in degrees that will be lost if the tank moves -->
				<snipermovementfactor>4.0</snipermovementfactor>
			</sniper>
			<projectile>
				<projectilemindistance>10.0</projectilemindistance>
				<!-- These are all distances of the 1st particle of the projectile to hit the ground. -->
				<!-- The distance that the 1st projectile shot may miss by -->
				<projectilestartdistance>10.0</projectilestartdistance>
				<!-- The distance that the my best projectile shot may get to -->
				<projectileenddistance>5.0</projectileenddistance>
				<!-- The min distance that each projecile shot will improve -->
				<projectilemindecrement>1.0</projectilemindecrement>
				<!-- The max distance that each projecile shot will improve -->
				<projectilemaxdecrement>4.0</projectilemaxdecrement>
				<!-- How close a shot do I need to get to a target before firing large weapons -->
				<largeweaponusedistance>10.0</largeweaponusedistance>
				<!-- The maximum amount of accuracy that will be lost if the tank moves -->
				<projectilemovementfactor>10.0</projectilemovementfactor>
			</projectile>

			<!-- 
				Weighting factors use to determine which tank to fire at. 
				Targets are all ranked using these factors.
				The top weighted targets are selected to be fired at 1st. 
				Each factor is multiplied by the weight and then all factors are added
				to give the total weighting. 
				All factors are in the range -1.0 to 1.0 before weighting.
			-->
			<targets>
				<health>0</health>
				<random>0</random>
				<player>0</player>
				<shield>0</shield>
				<score>0</score>
				<repeat>0</repeat>
				<damagetaken>0</damagetaken>
				<damagedone>0</damagedone>
				<distance>-1.0</distance>
			</targets>		  
		</attack>
	</ai>
	
	<ai>
		<name>Shocker</name>
		<description>A computer controlled player.
Shockers are Cyborgs that specialize in
the use of energy based weaponset.</description>
		<availableforrandom>true</availableforrandom>
		<availableforplayers>true</availableforplayers>
		
		<weapons>
			<!-- A list of weapon sets that will be considered during buying.
				Only one weaponset will be selected. -->
			<weaponset>WeaponSetShock</weaponset>
		</weapons>
		<defense>
			<!-- Use batteries if available -->
			<usebatteries>true</usebatteries>
			<!-- Use shields if available -->
			<useshields>true</useshields>
			<!-- Use parachutes if available -->
			<useparachutes>true</useparachutes>
		</defense>
		<attack>
			<resign>
				<!-- Try resigning rules -->
				<useresign>true</useresign>
				<!-- Don't consider resigning unless you have less than this amount of life -->
				<resignlife>10.0</resignlife>
			</resign>
			<movement>
				<!-- Tank must have fuel before movement can occur. -->
				<!-- Try movement rules -->
				<usefuel>true</usefuel>
				<!-- The amount of damage taken before movement is considered-->
				<movementdamage>300.0</movementdamage>
				<!-- Once the above damage has been taken the chance to move out the way -->
				<movementdamagechance>0.3</movementdamagechance>
				<!-- The amount of life before we consider moving -->
				<movementlife>75.0</movementlife>
				<!-- The randomness applied to the final movement position -->
				<movementrandom>10.0</movementrandom>
				<!-- The distance left between the target tank and the movement destination -->
				<movementcloseness>15.0</movementcloseness>
			</movement>
			<groupshot>
				<!-- The number of tanks that need to be grouped before considering a group shot 
					A group shot is available if targets are close together and the tank has
					a hugeweapon. -->
				<groupshotsize>2</groupshotsize>
				<!-- The chance that a group shot will be considered -->
				<groupshotchance>0.7</groupshotchance>
				<!-- The max distance between tanks considered grouped -->
				<grouptargetdistance>25.0</grouptargetdistance>
			</groupshot>
			<sniper>
				<!-- Sniper shots are used for both lasers and projectiles on full power. -->
				<!-- How close do I need to be from a target before considering a sniper shot -->
				<sniperusedistance>60.0</sniperusedistance>
				<!-- The distance in degress that my 1st sniper shot may miss by -->
				<sniperstartdistance>0.0</sniperstartdistance>
				<!-- The distance in degrees that my best sniper shot may miss by -->
				<sniperenddistance>0.0</sniperenddistance>
				<!-- The min distance in degrees that each sniper shot will improve -->
				<snipermindecrement>2.0</snipermindecrement>
				<!-- The max distance in degrees that each sniper shot will improve -->
				<snipermaxdecrement>5.0</snipermaxdecrement>
				<!-- The maximum amount of accuracy in degrees that will be lost if the tank moves -->
				<snipermovementfactor>4.0</snipermovementfactor>
			</sniper>
			<projectile>
				<projectilemindistance>5.0</projectilemindistance>
				<!-- These are all distances of the 1st particle of the projectile to hit the ground. -->
				<!-- The distance that the 1st projectile shot may miss by -->
				<projectilestartdistance>10.0</projectilestartdistance>
				<!-- The distance that the my best projectile shot may get to -->
				<projectileenddistance>5.0</projectileenddistance>
				<!-- The min distance that each projecile shot will improve -->
				<projectilemindecrement>1.0</projectilemindecrement>
				<!-- The max distance that each projecile shot will improve -->
				<projectilemaxdecrement>4.0</projectilemaxdecrement>
				<!-- How close a shot do I need to get to a target before firing large weapons -->
				<largeweaponusedistance>10.0</largeweaponusedistance>
				<!-- The maximum amount of accuracy that will be lost if the tank moves -->
				<projectilemovementfactor>10.0</projectilemovementfactor>
			</projectile>

			<!-- 
				Weighting factors use to determine which tank to fire at. 
				Targets are all ranked using these factors.
				The top weighted targets are selected to be fired at 1st. 
				Each factor is multiplied by the weight and then all factors are added
				to give the total weighting. 
				All factors are in the range -1.0 to 1.0 before weighting.
			-->
			<targets>
				<health>0</health>
				<random>0</random>
				<player>0</player>
				<shield>0</shield>
				<score>0</score>
				<repeat>0</repeat>
				<damagetaken>0</damagetaken>
				<damagedone>0</damagedone>
				<distance>-1.0</distance>
			</targets>		  
		</attack>
	</ai>
	
	<ai>
		<name>Hard Target</name>
		<description>A computer controlled player.
These tanks act as static targets.  They
will NEVER fire back but can use defense.</description>
		<availableforplayers>true</availableforplayers>
		<availableforrandom>false</availableforrandom>
		<weapons>
			<weaponset>WeaponSetDefense</weaponset>
		</weapons>
		<defense>
			<usebatteries>true</usebatteries>
			<useshields>true</useshields>
			<useparachutes>true</useparachutes>
		</defense>
		<attack>
			<resign>
				<useresign>false</useresign>
				<resignlife>10.0</resignlife>
			</resign>
			<movement>
				<usefuel>true</usefuel>
				<movementdamage>300.0</movementdamage>
				<movementdamagechance>0.3</movementdamagechance>
				<movementlife>75.0</movementlife>
				<movementrandom>10.0</movementrandom>
				<movementcloseness>15.0</movementcloseness>
			</movement>
			<groupshot>
				<groupshotsize>0</groupshotsize>
				<groupshotchance>0.7</groupshotchance>
				<grouptargetdistance>25.0</grouptargetdistance>
			</groupshot>
			<sniper>
				<sniperusedistance>0</sniperusedistance>
				<sniperstartdistance>0.0</sniperstartdistance>
				<sniperenddistance>0.0</sniperenddistance>
				<snipermindecrement>2.0</snipermindecrement>
				<snipermaxdecrement>5.0</snipermaxdecrement>
				<snipermovementfactor>4.0</snipermovementfactor>
			</sniper>
			<projectile>
				<projectilemindistance>0.0</projectilemindistance>
				<projectilestartdistance>10.0</projectilestartdistance>
				<projectileenddistance>5.0</projectileenddistance>
				<projectilemindecrement>1.0</projectilemindecrement>
				<projectilemaxdecrement>4.0</projectilemaxdecrement>
				<largeweaponusedistance>10.0</largeweaponusedistance>
				<projectilemovementfactor>10.0</projectilemovementfactor>
			</projectile>
			<targets>
				<health>0</health>
				<random>1.0</random>
				<player>0</player>
				<shield>0</shield>
				<score>-1.0</score>
				<repeat>0</repeat>
				<damagetaken>0</damagetaken>
				<damagedone>0</damagedone>
				<distance>0.0</distance>
			</targets>
		</attack>	
	</ai>
	
	<ai>
		<name>Target</name>
		<description>A computer controlled player. 
These tanks act as static targets. 
They will NEVER fire back.</description>
		<availableforrandom>true</availableforrandom>
		<availableforplayers>true</availableforplayers>

		<weapons>
			<weaponset>WeaponSetEmpty</weaponset>
		</weapons>
		<defense>
			<usebatteries>false</usebatteries>
			<useshields>false</useshields>
			<useparachutes>false</useparachutes>
		</defense>
		<attack>
			<resign>
				<useresign>false</useresign>
				<resignlife>10.0</resignlife>
			</resign>
			<movement>
				<usefuel>false</usefuel>
				<movementdamage>300.0</movementdamage>
				<movementdamagechance>0.3</movementdamagechance>
				<movementlife>75.0</movementlife>
				<movementrandom>10.0</movementrandom>
				<movementcloseness>15.0</movementcloseness>
			</movement>
			<groupshot>
				<groupshotsize>0</groupshotsize>
				<groupshotchance>0.7</groupshotchance>
				<grouptargetdistance>25.0</grouptargetdistance>
			</groupshot>
			<sniper>
				<sniperusedistance>80.0</sniperusedistance>
				<sniperstartdistance>0.0</sniperstartdistance>
				<sniperenddistance>0.0</sniperenddistance>
				<snipermindecrement>2.0</snipermindecrement>
				<snipermaxdecrement>5.0</snipermaxdecrement>
				<snipermovementfactor>4.0</snipermovementfactor>
			</sniper>
			<projectile>
				<projectilemindistance>10.0</projectilemindistance>
				<projectilestartdistance>10.0</projectilestartdistance>
				<projectileenddistance>5.0</projectileenddistance>
				<projectilemindecrement>1.0</projectilemindecrement>
				<projectilemaxdecrement>4.0</projectilemaxdecrement>
				<largeweaponusedistance>10.0</largeweaponusedistance>
				<projectilemovementfactor>10.0</projectilemovementfactor>
			</projectile>
			<targets>
				<health>0</health>
				<random>0</random>
				<player>0</player>
				<shield>0</shield>
				<score>0</score>
				<repeat>0</repeat>
				<damagetaken>0</damagetaken>
				<damagedone>0</damagedone>
				<distance>0.0</distance>
			</targets>
		</attack>	
	</ai>
	
	<!--
	
	<ai>
		<name>Shark</name>
		<description>A computer controlled player.
Sharks are like Choosers, except they take 
grudges against players that are 
shooting at them.</description>
		<aimsniper>50</aimsniper>
		<sniperwobble>6</sniperwobble>
		<aimtype>refined</aimtype>
		<targettype>agressor</targettype>
		<nodefenses>false</nodefenses>
		<noresign>false</noresign>
		<availableforrandom>true</availableforrandom>
		<checknearcollision>true</checknearcollision>
		<weaponset>
			<weapon><name>Parachute</name><level>10</level><type>defense</type></weapon>
			<weapon><name>Baby Nuke</name><level>20</level><type>explosionlarge</type></weapon>	
			<weapon><name>MIRV</name><level>20</level><type>explosionlarge</type></weapon>
			<weapon><name>Shield</name><level>20</level><type>defense</type></weapon>
			<weapon><name>Auto Defense</name><level>30</level><type>defense</type></weapon>
			<weapon><name>Nuke</name><level>30</level><type>explosionlarge</type></weapon>
			<weapon><name>Baby Missile</name><level>1</level><type>explosionsmall</type></weapon>
		</weaponset>
	</ai>

	<ai>
		<name>Chooser</name>
		<description>A computer controlled player.
Choosers are like Tossers, except they can 
also fire in straight line when close 
enough.</description>
		<aimsniper>50</aimsniper>
		<sniperwobble>4</sniperwobble>
		<aimtype>refined</aimtype>
		<targettype>nearest</targettype>
		<nodefenses>false</nodefenses>
		<noresign>false</noresign>
		<availableforrandom>true</availableforrandom>
		<checknearcollision>true</checknearcollision>
		<weaponset>
			<weapon><name>Parachute</name><level>10</level><type>defense</type></weapon>
			<weapon><name>Baby Nuke</name><level>20</level><type>explosionlarge</type></weapon>	
			<weapon><name>MIRV</name><level>20</level><type>explosionlarge</type></weapon>
			<weapon><name>Nuke</name><level>30</level><type>explosionlarge</type></weapon>
			<weapon><name>Baby Missile</name><level>1</level><type>explosionsmall</type></weapon>
		</weaponset>
	</ai>
	
	<ai>
		<name>Tosser</name>
		<description>A computer controlled player.
Tossers start out like Shooters, but they'll 
refine their aim to get closer and 
closer, until they hit. If their initial 
shot isn't too close, you have some 
time to kill them.</description>
		<aimsniper>0</aimsniper>
		<aimtype>refined</aimtype>
		<targettype>nearest</targettype>
		<nodefenses>false</nodefenses>
		<noresign>true</noresign>
		<availableforrandom>true</availableforrandom>
		<checknearcollision>false</checknearcollision>
		<weaponset>
			<weapon><name>Missile</name><level>20</level><type>explosionsmall</type></weapon>
			<weapon><name>Baby Nuke</name><level>20</level><type>explosionlarge</type></weapon>	
			<weapon><name>MIRV</name><level>20</level><type>explosionlarge</type></weapon>
			<weapon><name>Nuke</name><level>30</level><type>explosionlarge</type></weapon>
			<weapon><name>Baby Missile</name><level>1</level><type>explosionsmall</type></weapon>
		</weaponset>
	</ai>
	
	<ai>
		<name>Shooter</name>
		<description>A computer controlled player.
Shooters can be significantly deadlier than 
Morons, but they don't ever learn, 
not refining subsiquent shots.</description>
		<aimsniper>0</aimsniper>
		<aimtype>guess</aimtype>
		<targettype>nearest</targettype>
		<nodefenses>false</nodefenses>
		<noresign>true</noresign>
		<availableforrandom>true</availableforrandom>
		<checknearcollision>false</checknearcollision>
		<weaponset>
			<weapon><name>Missile</name><level>20</level><type>explosionsmall</type></weapon>
			<weapon><name>Baby Nuke</name><level>20</level><type>explosionlarge</type></weapon>
			<weapon><name>Baby Missile</name><level>1</level><type>explosionsmall</type></weapon>
		</weaponset>
	</ai>
	
	<ai>
		<name>Moron</name>
		<description>A computer controlled player.
Well, you can't get much stupider than this. 
Morons just pick an angle and power, 
and shoot. Definitely for beginners 
only.</description>
		<aimsniper>0</aimsniper>
		<aimtype>random</aimtype>
		<targettype>nearest</targettype>
		<noresign>true</noresign>
		<nodefenses>false</nodefenses>
		<checknearcollision>false</checknearcollision>
		<availableforrandom>true</availableforrandom>
		<weaponset>
			<weapon><name>Missile</name><level>2</level><type>explosionsmall</type></weapon>
			<weapon><name>Baby Missile</name><level>1</level><type>explosionsmall</type></weapon>
		</weaponset>
	</ai> -->
</ais>
