/**
 * @version 2.9.10.4160
 * @noSelf
 **/
export interface _AI {
    Option: {
        Air: {
            id: {
                JETT_TANKS_IF_EMPTY: number;
                SILENCE: number;
                ROE: number;
                RADAR_USING: number;
                OPTION_RADIO_USAGE_ENGAGE: number;
                PROHIBIT_AG: number;
                ECM_USING: number;
                PROHIBIT_WP_PASS_REPORT: number;
                PROHIBIT_AA: number;
                REACTION_ON_THREAT: number;
                PREFER_VERTICAL: number;
                FORCED_ATTACK: number;
                PROHIBIT_AB: number;
                RTB_ON_OUT_OF_AMMO: number;
                MISSILE_ATTACK: number;
                PROHIBIT_JETT: number;
                OPTION_RADIO_USAGE_CONTACT: number;
                FLARE_USING: number;
                OPTION_RADIO_USAGE_KILL: number;
                FORMATION: number;
                RTB_ON_BINGO: number;
                NO_OPTION: number;
            };
            val: {
                FLARE_USING: {
                    WHEN_FLYING_NEAR_ENEMIES: number;
                    WHEN_FLYING_IN_SAM_WEZ: number;
                    AGAINST_FIRED_MISSILE: number;
                    NEVER: number;
                };
                RADAR_USING: {
                    FOR_ATTACK_ONLY: number;
                    FOR_SEARCH_IF_REQUIRED: number;
                    NEVER: number;
                    FOR_CONTINUOUS_SEARCH: number;
                };
                REACTION_ON_THREAT: {
                    BYPASS_AND_ESCAPE: number;
                    EVADE_FIRE: number;
                    NO_REACTION: number;
                    PASSIVE_DEFENCE: number;
                    ALLOW_ABORT_MISSION: number;
                };
                MISSILE_ATTACK: {
                    HALF_WAY_RMAX_NEZ: number;
                    MAX_RANGE: number;
                    TARGET_THREAT_EST: number;
                    RANDOM_RANGE: number;
                    NEZ_RANGE: number;
                };
                ECM_USING: {
                    ALWAYS_USE: number;
                    NEVER_USE: number;
                    USE_IF_DETECTED_LOCK_BY_RADAR: number;
                    USE_IF_ONLY_LOCK_BY_RADAR: number;
                };
                ROE: {
                    WEAPON_FREE: number;
                    RETURN_FIRE: number;
                    OPEN_FIRE: number;
                    WEAPON_HOLD: number;
                    OPEN_FIRE_WEAPON_FREE: number;
                };
            };
        };
        Ground: {
            id: {
                EVASION_OF_ARM: number;
                ALARM_STATE: number;
                DISPERSE_ON_ATTACK: number;
                ENGAGE_AIR_WEAPONS: number;
                AC_ENGAGEMENT_RANGE_RESTRICTION: number;
                FORMATION: number;
                ROE: number;
                NO_OPTION: number;
            };
            val: {
                ALARM_STATE: {
                    AUTO: number;
                    GREEN: number;
                    RED: number;
                };
                ROE: {
                    OPEN_FIRE: number;
                    WEAPON_HOLD: number;
                    RETURN_FIRE: number;
                };
            };
        };
        Naval: {
            id: {
                ROE: number;
                NO_OPTION: number;
            };
            val: {
                ROE: {
                    OPEN_FIRE: number;
                    WEAPON_HOLD: number;
                    RETURN_FIRE: number;
                };
            };
        };
    };
    Task: {
        OrbitPattern: {
            RACE_TRACK: string;
            CIRCLE: string;
        };
        Designation: {
            WP: string;
            NO: string;
            LASER: string;
            IR_POINTER: string;
            AUTO: string;
        };
        TurnMethod: {
            FLY_OVER_POINT: string;
            FIN_POINT: string;
        };
        VehicleFormation: {
            VEE: string;
            ECHELON_RIGHT: string;
            OFF_ROAD: string;
            RANK: string;
            ECHELON_LEFT: string;
            ON_ROAD: string;
            CONE: string;
            DIAMOND: string;
        };
        AltitudeType: {
            RADIO: string;
            BARO: string;
        };
        WaypointType: {
            TAKEOFF: string;
            TAKEOFF_PARKING: string;
            TURNING_POINT: string;
            TAKEOFF_PARKING_HOT: string;
            LAND: string;
        };
        WeaponExpend: {
            QUARTER: string;
            TWO: string;
            ONE: string;
            FOUR: string;
            HALF: string;
            ALL: string;
        };
    };
    Skill: {
        PLAYER: string;
        AVERAGE: string;
        HIGH: string;
        EXCELLENT: string;
        GOOD: string;
        CLIENT: string;
    };
}
