text: var util = require('util');
  var sfx = require('./sfx');
  var RangerShip = require('./ranger_ship');
  var Bullet = require('./bullet');
  var chem = require('chem');
  var v = chem.vec2d;
  
  module.exports = ArtilleryShip;
  
  util.inherits(ArtilleryShip, RangerShip);
  function ArtilleryShip(state, o) {
    RangerShip.call(this, state, o);
    this.radius = 36;
    this.hasBackwardsThrusters = false;
    this.rotationSpeed = Math.PI * 0.01;
    this.thrustAmt = 0.01;
    this.rankOrder = 3;
    this.sensorRange = 400;
    this.defense = 2;
  
    this.bulletSpeed = 8;
    this.bulletLife = 0.8;
    this.bulletDamage = 4;
    this.rechargeAmt = 2;
    this.bulletDensity = 0.02;
    this.bulletAnimationName = 'bullet/large';
    this.bulletSfx = sfx.shootStrongBullet;
  }
  
  ArtilleryShip.prototype.name = "Artillery";
  
  ArtilleryShip.prototype.animationNames = {
    accel: 'ship_artillery_accel',
    decel: 'ship_artillery_decel',
    still: 'ship_artillery_still',
  };
  
  ArtilleryShip.prototype.gunPositions = function() {
    return [
      this.pos.plus(v.unit(this.rotation + Math.PI / 2).scaled(22)),
      this.pos.plus(v.unit(this.rotation - Math.PI / 2).scaled(22)),
    ];
  };
  