<ais>
	<ai>
		<name>Cyborg</name>
		<description>A computer controlled player.
Cyborgs are like Sharks, except they can 
use batteries.</description>
		<aimsniper>50</aimsniper>
		<aimtype>newrefined</aimtype>
		<targettype>agressor</targettype>
		<nodefenses>false</nodefenses>
		<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>Battery</name><level>20</level><type>defense</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>Riot Blast</name><level>20</level><type>dig</type></weapon>
			<weapon><name>Baby Missile</name><level>1</level><type>explosionsmall</type></weapon>
		</weaponset>
	</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>
		<aimsniper>50</aimsniper>
		<aimtype>newrefined</aimtype>
		<targettype>agressor</targettype>
		<nodefenses>false</nodefenses>
		<availableforrandom>true</availableforrandom>
		<checknearcollision>true</checknearcollision>
		<weaponset>
			<weapon><name>Parachute</name><level>10</level><type>defense</type></weapon>
			<weapon><name>Baby Napalm</name><level>10</level><type>explosionsmall</type></weapon>
			<weapon><name>Napalm</name><level>20</level><type>explosionlarge</type></weapon>	
			<weapon><name>Battery</name><level>20</level><type>defense</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>Hot Napalm</name><level>30</level><type>explosionlarge</type></weapon>
			<weapon><name>Meteor</name><level>30</level><type>explosionlarge</type></weapon>
		</weaponset>
	</ai>

	<ai>
		<name>Chemist</name>
		<description>A computer controlled player.
Chemists are Cyborgs that specialize in the
use of bio/chemical weaponry.</description>
		<aimsniper>50</aimsniper>
		<aimtype>refined</aimtype>
		<targettype>agressor</targettype>
		<nodefenses>false</nodefenses>
		<availableforrandom>true</availableforrandom>
		<checknearcollision>true</checknearcollision>
		<weaponset>
			<weapon><name>Parachute</name><level>10</level><type>defense</type></weapon>
			<weapon><name>Acid Blast</name><level>20</level><type>explosionsmall</type></weapon>
			<weapon><name>Acid Rain</name><level>20</level><type>explosionsmall</type></weapon>
			<weapon><name>Battery</name><level>20</level><type>defense</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>Acid Splash</name><level>30</level><type>explosionlarge</type></weapon>
			<weapon><name>Gas Grenade</name><level>30</level><type>explosionlarge</type></weapon>
		</weaponset>
	</ai>
	
	<ai>
		<name>Shocker</name>
		<description>A computer controlled player.
Shockers are Cyborgs that specialize in
the use of energy based weaponset.</description>
		<aimsniper>50</aimsniper>
		<aimtype>refined</aimtype>
		<targettype>agressor</targettype>
		<nodefenses>false</nodefenses>
		<availableforrandom>true</availableforrandom>
		<checknearcollision>true</checknearcollision>
		<weaponset>
			<weapon><name>Parachute</name><level>10</level><type>defense</type></weapon>
			<weapon><name>EMP Grenade</name><level>20</level><type>explosionsmall</type></weapon>	
			<weapon><name>Battery</name><level>20</level><type>defense</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>Mega EMP</name><level>30</level><type>explosionlarge</type></weapon>
			<weapon><name>Chain Lightning</name><level>30</level><type>explosionlarge</type></weapon>
		</weaponset>
	</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>
		<aimtype>refined</aimtype>
		<targettype>agressor</targettype>
		<nodefenses>false</nodefenses>
		<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>explosionsmall</type></weapon>	
			<weapon><name>MIRV</name><level>20</level><type>explosionsmall</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>
		</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>
		<aimtype>refined</aimtype>
		<targettype>nearest</targettype>
		<nodefenses>false</nodefenses>
		<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>explosionsmall</type></weapon>	
			<weapon><name>MIRV</name><level>20</level><type>explosionsmall</type></weapon>
			<weapon><name>Nuke</name><level>30</level><type>explosionlarge</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>
		<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>explosionsmall</type></weapon>	
			<weapon><name>MIRV</name><level>20</level><type>explosionsmall</type></weapon>
			<weapon><name>Nuke</name><level>30</level><type>explosionlarge</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>
		<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>		
		</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>
		<nodefenses>false</nodefenses>
		<checknearcollision>false</checknearcollision>
		<availableforrandom>true</availableforrandom>
		<weaponset>
			<weapon><name>Missile</name><level>2</level><type>explosionsmall</type></weapon>
		</weaponset>
	</ai>
	
	<ai>
		<name>Target</name>
		<description>A computer controlled player.
These tanks act as static targets.  They
will NEVER fire back.</description>
		<aimsniper>0</aimsniper>
		<aimtype>random</aimtype>
		<targettype>none</targettype>
		<nodefenses>true</nodefenses>
		<checknearcollision>false</checknearcollision>
		<availableforrandom>false</availableforrandom>
		<weaponset>
		</weaponset>
	</ai>
</ais>
