interface l_AI {
    Option: {
        Air: {
            id: {
                ECM_USING: number;
                FLARE_USING: number;
                FORCED_ATTACK: number;
                FORMATION: number;
                JETT_TANKS_IF_EMPTY: number;
                MISSILE_ATTACK: number;
                NO_OPTION: number;
                OPTION_RADIO_USAGE_CONTACT: number;
                OPTION_RADIO_USAGE_ENGAGE: number;
                OPTION_RADIO_USAGE_KILL: number;
                PREFER_VERTICAL: number;
                PROHIBIT_AA: number;
                PROHIBIT_AB: number;
                PROHIBIT_AG: number;
                PROHIBIT_JETT: number;
                PROHIBIT_WP_PASS_REPORT: number;
                RADAR_USING: number;
                REACTION_ON_THREAT: number;
                ROE: number;
                RTB_ON_BINGO: number;
                RTB_ON_OUT_OF_AMMO: number;
                SILENCE: number;
            };
            val: {
                ECM_USING: {
                    ALWAYS_USE: number;
                    NEVER_USE: number;
                    USE_IF_DETECTED_LOCK_BY_RADAR: number;
                    USE_IF_ONLY_LOCK_BY_RADAR: number;
                };
                FLARE_USING: {
                    AGAINST_FIRED_MISSILE: number;
                    NEVER: number;
                    WHEN_FLYING_IN_SAM_WEZ: number;
                    WHEN_FLYING_NEAR_ENEMIES: number;
                };
                MISSILE_ATTACK: {
                    HALF_WAY_RMAX_NEZ: number;
                    MAX_RANGE: number;
                    NEZ_RANGE: number;
                    RANDOM_RANGE: number;
                    TARGET_THREAT_EST: number;
                };
                RADAR_USING: {
                    FOR_ATTACK_ONLY: number;
                    FOR_CONTINUOUS_SEARCH: number;
                    FOR_SEARCH_IF_REQUIRED: number;
                    NEVER: number;
                };
                REACTION_ON_THREAT: {
                    ALLOW_ABORT_MISSION: number;
                    BYPASS_AND_ESCAPE: number;
                    EVADE_FIRE: number;
                    NO_REACTION: number;
                    PASSIVE_DEFENCE: number;
                };
                ROE: {
                    OPEN_FIRE: number;
                    OPEN_FIRE_WEAPON_FREE: number;
                    RETURN_FIRE: number;
                    WEAPON_FREE: number;
                    WEAPON_HOLD: number;
                };
            };
        };
        Ground: {
            id: {
                AC_ENGAGEMENT_RANGE_RESTRICTION: number;
                ALARM_STATE: number;
                DISPERSE_ON_ATTACK: number;
                ENGAGE_AIR_WEAPONS: number;
                EVASION_OF_ARM: number;
                FORMATION: number;
                NO_OPTION: number;
                ROE: number;
            };
            val: {
                ALARM_STATE: { AUTO: number; GREEN: number; RED: number };
                ROE: { OPEN_FIRE: number; RETURN_FIRE: number; WEAPON_HOLD: number };
            };
        };
        Naval: {
            id: { NO_OPTION: number; ROE: number };
            val: {
                ROE: { OPEN_FIRE: number; RETURN_FIRE: number; WEAPON_HOLD: number };
            };
        };
    };
    Skill: {
        AVERAGE: string;
        CLIENT: string;
        EXCELLENT: string;
        GOOD: string;
        HIGH: string;
        PLAYER: string;
    };
    Task: {
        AltitudeType: { BARO: string; RADIO: string };
        Designation: {
            AUTO: string;
            IR_POINTER: string;
            LASER: string;
            NO: string;
            WP: string;
        };
        OrbitPattern: { CIRCLE: string; RACE_TRACK: string };
        TurnMethod: { FIN_POINT: string; FLY_OVER_POINT: string };
        VehicleFormation: {
            CONE: string;
            DIAMOND: string;
            ECHELON_LEFT: string;
            ECHELON_RIGHT: string;
            OFF_ROAD: string;
            ON_ROAD: string;
            RANK: string;
            VEE: string;
        };
        WaypointType: {
            LAND: string;
            TAKEOFF: string;
            TAKEOFF_PARKING: string;
            TAKEOFF_PARKING_HOT: string;
            TURNING_POINT: string;
        };
        WeaponExpend: {
            ALL: string;
            FOUR: string;
            HALF: string;
            ONE: string;
            QUARTER: string;
            TWO: string;
        };
    };
}

Hierarchy (View Summary)

Properties

Properties

Option: {
    Air: {
        id: {
            ECM_USING: number;
            FLARE_USING: number;
            FORCED_ATTACK: number;
            FORMATION: number;
            JETT_TANKS_IF_EMPTY: number;
            MISSILE_ATTACK: number;
            NO_OPTION: number;
            OPTION_RADIO_USAGE_CONTACT: number;
            OPTION_RADIO_USAGE_ENGAGE: number;
            OPTION_RADIO_USAGE_KILL: number;
            PREFER_VERTICAL: number;
            PROHIBIT_AA: number;
            PROHIBIT_AB: number;
            PROHIBIT_AG: number;
            PROHIBIT_JETT: number;
            PROHIBIT_WP_PASS_REPORT: number;
            RADAR_USING: number;
            REACTION_ON_THREAT: number;
            ROE: number;
            RTB_ON_BINGO: number;
            RTB_ON_OUT_OF_AMMO: number;
            SILENCE: number;
        };
        val: {
            ECM_USING: {
                ALWAYS_USE: number;
                NEVER_USE: number;
                USE_IF_DETECTED_LOCK_BY_RADAR: number;
                USE_IF_ONLY_LOCK_BY_RADAR: number;
            };
            FLARE_USING: {
                AGAINST_FIRED_MISSILE: number;
                NEVER: number;
                WHEN_FLYING_IN_SAM_WEZ: number;
                WHEN_FLYING_NEAR_ENEMIES: number;
            };
            MISSILE_ATTACK: {
                HALF_WAY_RMAX_NEZ: number;
                MAX_RANGE: number;
                NEZ_RANGE: number;
                RANDOM_RANGE: number;
                TARGET_THREAT_EST: number;
            };
            RADAR_USING: {
                FOR_ATTACK_ONLY: number;
                FOR_CONTINUOUS_SEARCH: number;
                FOR_SEARCH_IF_REQUIRED: number;
                NEVER: number;
            };
            REACTION_ON_THREAT: {
                ALLOW_ABORT_MISSION: number;
                BYPASS_AND_ESCAPE: number;
                EVADE_FIRE: number;
                NO_REACTION: number;
                PASSIVE_DEFENCE: number;
            };
            ROE: {
                OPEN_FIRE: number;
                OPEN_FIRE_WEAPON_FREE: number;
                RETURN_FIRE: number;
                WEAPON_FREE: number;
                WEAPON_HOLD: number;
            };
        };
    };
    Ground: {
        id: {
            AC_ENGAGEMENT_RANGE_RESTRICTION: number;
            ALARM_STATE: number;
            DISPERSE_ON_ATTACK: number;
            ENGAGE_AIR_WEAPONS: number;
            EVASION_OF_ARM: number;
            FORMATION: number;
            NO_OPTION: number;
            ROE: number;
        };
        val: {
            ALARM_STATE: { AUTO: number; GREEN: number; RED: number };
            ROE: { OPEN_FIRE: number; RETURN_FIRE: number; WEAPON_HOLD: number };
        };
    };
    Naval: {
        id: { NO_OPTION: number; ROE: number };
        val: {
            ROE: { OPEN_FIRE: number; RETURN_FIRE: number; WEAPON_HOLD: number };
        };
    };
}
Skill: {
    AVERAGE: string;
    CLIENT: string;
    EXCELLENT: string;
    GOOD: string;
    HIGH: string;
    PLAYER: string;
}
Task: {
    AltitudeType: { BARO: string; RADIO: string };
    Designation: {
        AUTO: string;
        IR_POINTER: string;
        LASER: string;
        NO: string;
        WP: string;
    };
    OrbitPattern: { CIRCLE: string; RACE_TRACK: string };
    TurnMethod: { FIN_POINT: string; FLY_OVER_POINT: string };
    VehicleFormation: {
        CONE: string;
        DIAMOND: string;
        ECHELON_LEFT: string;
        ECHELON_RIGHT: string;
        OFF_ROAD: string;
        ON_ROAD: string;
        RANK: string;
        VEE: string;
    };
    WaypointType: {
        LAND: string;
        TAKEOFF: string;
        TAKEOFF_PARKING: string;
        TAKEOFF_PARKING_HOT: string;
        TURNING_POINT: string;
    };
    WeaponExpend: {
        ALL: string;
        FOUR: string;
        HALF: string;
        ONE: string;
        QUARTER: string;
        TWO: string;
    };
}