//
// Quiverly.gol
//

CoPilot quiverly
{
    id = 2;
    character_name = "Quiverly";
    palette_name = "quiverly";
    cockpit_bitmap_name = "quivpit";
    
    time_to_reaction_prob_component_mapping = defaultTimeToReactionProbComponentMapping;
    time_to_taunt_prob_component_mapping = defaultTimeToTauntProbComponentMapping;

    cast = quiverlyCast;

    test_anim_collection =
    {
        anims =
        [
    	    
        ];
    };

    character_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Quiverly_chcheck,       // "Seat belts, parachute, ejection seat.  Just checking."
                Quiverly_chinvis,       // "I wish I was invisible with a big bag of baseballs."
                Quiverly_chyet,         // "Are we there yet?"
                Quiverly_chcrash,       // "You ever feel like crashing,"
                Quiverly_chfear,        // "No fear.  No fear.  Fear!"
			    
		
		    ];
        };
        
        stim_to_prob_component_mapping = defaultCharacterStimToProbComponentMapping;
    };

    winning_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Quiverly_lsmiling,      // "I still feel the loser's pain"
                Quiverly_wgoody,         // "Winning is good,"
                Quiverly_wgoquiv,       // "Gooo quiverly,"
                Quiverly_wlaff,         // [Insane laughter]
                Quiverly_wsuccess,      // "I have a fear of success."
                Quiverly_wfinish,       // "I'm visualizing the finish line."
		    ];
        };

        stim_to_prob_component_mapping = defaultWinningStimToProbComponentMapping;
    };

    losing_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Quiverly_hitsheadAnim,  // [Hits head]  "Aaah"
                Quiverly_moonsAnim,     // [Moons]
                Quiverly_lbtween,       // "you not losing youre between wins."
                Quiverly_lbetter,       // "I like winning better."
                Quiverly_lonce,         // "Wouldn't you like to win just once in a while?"
                Quiverly_awhy,          // "Why me?"
		    ];
        };

        stim_to_prob_component_mapping = defaultLosingStimToProbComponentMapping;
    };

    successful_shooting_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Quiverly_shurt,         // "That's gotta hurt."
                Quiverly_smom,          // "Take that Mom!  Umm, Mom?"
                Quiverly_sshoot,        // "You don't have to be great to shoot, but you have to shoot to be great."
                Quiverly_wcrust,        // "Eat my crust."
		    ];
        };

        stim_to_prob_component_mapping = defaultShootingStimToProbComponentMapping;
    };


    being_attacked_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Quiverly_spthem,        // "Its them or us and I say us,"
                Quiverly_aspecial,      // "Nothing can hurt me!  I'm in my special place."
			    Quiverly_headflysAnim,  // [Head flies off]
                Quiverly_aclothes,      // [Clothes fly off]
                Quiverly_aeject,        // "Eject!  Eject!"
		    ];
        };

        stim_to_prob_component_mapping = defaultAttackedStimToProbComponentMapping;
    };

    crashing_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Quiverly_chasprin,      // "Quiverly needs aspirin."
				Quiverly_shurt,         // "That's gotta hurt."
				Quiverly_aegg,          // "Well _I_ feel like a scrambled egg."
				Quiverly_awhy,          // "Why me?"
                Quiverly_afries,        // "Would you like fries with that?"
                Quiverly_credge,        // "Something like this could push me over the edge."
                Quiverly_crlook,        // "Dont look at me."
                Quiverly_crfault,       // "And I supposed that was my fault."
		    ];
        };

        stim_to_prob_component_mapping = defaultCrashingStimToProbComponentMapping;
    };

  	spotting_branch_left_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
		    ];
        };

        stim_to_prob_component_mapping = defaultSpottingBranchLeftStimToProbComponentMapping;
    };

 	spotting_branch_right_reaction_collection =
    {
       anim_collection =
       {
            anims =
            [
  			    Quiverly_spturn,           // "Turn this way," [Points right]
		    ];
       };

       stim_to_prob_component_mapping = defaultSpottingBranchRightStimToProbComponentMapping;
    };

 	spotting_pepperoni_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
  			    Quiverly_spmommy,          // "mommy mommy,"
		    ];
        };

        stim_to_prob_component_mapping = defaultSpottingPepperoniStimToProbComponentMapping;
    };

 	spotting_anchovy_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
  			    Quiverly_spmommy,          // "mommy mommy,"
		    ];
        };

        stim_to_prob_component_mapping = defaultSpottingAnchovyStimToProbComponentMapping;
    };

  	spotting_mushroom_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
  			    Quiverly_spmommy,          // "mommy mommy,"
		    ];
        };

        stim_to_prob_component_mapping = defaultSpottingMushroomStimToProbComponentMapping;
    };

  	spotting_powerup_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
  			    Quiverly_spmommy,          // "mommy mommy,"
		    ];
        };

        stim_to_prob_component_mapping = defaultSpottingPowerupStimToProbComponentMapping;
    };

    taunt_reaction_collection = quiverlyTauntReactionCollection;

    idle_bitmap_name = "dFrwrd1";
    back_bitmap_name = "dFBack1";
    backmore_bitmap_name = "dFBack2";
    backmost_bitmap_name = "dFBack3";
    front_bitmap_name = "dFrwrd1";
    frontmore_bitmap_name = "dFrwrd2";
    frontmost_bitmap_name = "dFrwrd3";
    right_bitmap_name = "dRghtSd1";
    rightmore_bitmap_name = "dRghtSd2";
    rightmost_bitmap_name = "dRghtSd1";
    rightback_bitmap_name = "dRghtSd1";
    rightbackmore_bitmap_name = "dRghtSd2";
    rightfront_bitmap_name = "dRFd1";
    rightfrontmore_bitmap_name = "dRFd2";
    left_bitmap_name = "dLftSd1";
    leftmore_bitmap_name = "dLftSd2";
    leftmost_bitmap_name = "dLftSd3";
    leftback_bitmap_name = "dLftBk1";
    leftbackmore_bitmap_name = "dLftBk2";
    leftfront_bitmap_name = "dLFd1";
    leftfrontmore_bitmap_name = "dLFd2";
}
