Buffer (std::vector<uint8_t>)
BufferPtr (std::shared_ptr<Buffer>)
GameStatePtr (std::shared_ptr<GameState>)
(C++ type / Lua type / Java type / Python type
name)
unsigned int / number / unsigned int / int
objectId / object_idstd::string / string / String / str
objectName / object_nameuint8_t / number / byte / int
valuedouble / number / double / float
objectPositionX / object_position_xdouble / number / double / float
objectPositionX / object_position_ydouble / number / double / float
objectPositionX / object_position_z
objectId / object_id - unique object instance ID - assigned when object is seen for the first time (so object with lower id was seen before object with higher).
(C++ type / Lua type / Java type / Python type
name)
unsigned int / number / unsigned int / int
numberstd::vector<float> / DoubleTensor / double[] / numpy.double[]
gameVariables / game_variablesBufferPtr / ByteTensor / byte[] / numpy.uint8[]
screenBuffer / screen_bufferBufferPtr / ByteTensor / byte[] / numpy.uint8[]
depthBuffer / depth_bufferBufferPtr / ByteTensor / byte[] / numpy.uint8[]
labelsBuffer / labels_bufferBufferPtr / ByteTensor / byte[] / numpy.uint8[]
automapBuffer / automap_bufferstd::vector<Label> / table / Label[] / list
labels
- PLAYER - synchronous player mode
- SPECTATOR - synchronous spectator mode
- ASYNC_PLAYER - asynchronous player mode
- ASYNC_SPECTATOR - asynchronous spectator mode
- CRCGCB - 3 channels of 8-bit values in RGB order
- RGB24 - channel of RGB values stored in 24 bits, where R value is stored in the oldest 8 bits
- RGBA32 - channel of RGBA values stored in 32 bits, where R value is stored in the oldest 8 bits
- ARGB32 - channel of ARGB values stored in 32 bits, where A value is stored in the oldest 8 bits
- CBCGCR - 3 channels of 8-bit values in BGR order
- BGR24 - channel of BGR values stored in 24 bits, where B value is stored in the oldest 8 bits
- BGRA32 - channel of BGRA values stored in 32 bits, where B value is stored in the oldest 8 bits
- ABGR32 - channel of ABGR values stored in 32 bits, where A value is stored in the oldest 8 bits
- GRAY8 - 8-bit gray channel
- DOOM_256_COLORS8 - 8-bit channel with Doom palette values
- RES_160X120 (4:3)
- RES_200X125 (16:10)
- RES_200X150 (4:3)
- RES_256X144 (16:9)
- RES_256X160 (16:10)
- RES_256X192 (4:3)
- RES_320X180 (16:9)
- RES_320X200 (16:10)
- RES_320X240 (4:3)
- RES_320X256 (5:4)
- RES_400X225 (16:9)
- RES_400X250 (16:10)
- RES_400X300 (4:3)
- RES_512X288 (16:9)
- RES_512X320 (16:10)
- RES_512X384 (4:3)
- RES_640X360 (16:9)
- RES_640X400 (16:10)
- RES_640X480 (4:3)
- RES_800X450 (16:9)
- RES_800X500 (16:10)
- RES_800X600 (4:3)
- RES_1024X576 (16:9)
- RES_1024X640 (16:10)
- RES_1024X768 (4:3)
- RES_1280X720 (16:9)
- RES_1280X800 (16:10)
- RES_1280X960 (4:3)
- RES_1280X1024 (5:4)
- RES_1400X787 (16:9)
- RES_1400X875 (16:10)
- RES_1400X1050 (4:3)
- RES_1600X900 (16:9)
- RES_1600X1000 (16:10)
- RES_1600X1200 (4:3)
- RES_1920X1080 (16:9)
- NORMAL - Only level architecture the player has seen is shown.
- WHOLE - All architecture is shown, regardless of whether or not the player has seen it.
- OBJECTS - In addition to the previous, shows all things in the map as arrows pointing in the direction they are facing.
- OBJECTS_WITH_SIZE - In addition to the previous, all things are wrapped in a box showing their size.
- KILLCOUNT
- ITEMCOUNT
- SECRETCOUNT
- FRAGCOUNT
- DEATHCOUNT
- HEALTH - Can be higher then 100!
- ARMOR - Can be higher then 100!
- DEAD - True if player is dead.
- ON_GROUND - True if player is on the ground (not in the air).
- ATTACK_READY - True if attack can be performed.
- ALTATTACK_READY - True if altattack can be performed.
- SELECTED_WEAPON - Selected weapon's number.
- SELECTED_WEAPON_AMMO - Ammo for selected weapon.
- AMMO0 - AMMO9 - Number of ammo for weapon in N slot.
- WEAPON0 - WEAPON9 - Number of weapons in N slot.
- POSITION_X - Position of player
- POSITION_Y
- POSITION_Z
- PLAYER_NUMBER - Player's number in multiplayer game.
- PLAYER_COUNT - Number of players in multiplayer game.
- PLAYER1_FRAGCOUNT - PLAYER8_FRAGCOUNT - Number of N player's frags
- USER1 - USER60
ACS global int variables can be accessed as USER GameVariables. global int 0 is reserved for reward and is always threaded as Doom's fixed point numeral. Other from 1 to 60 (global int 1-60) can be access as USER1 - USER60 GameVariables.
See also:
Binary buttons have only 2 states "not pressed" if value 0 and "pressed" if value greater then 0.
- ATTACK
- USE
- JUMP
- CROUCH
- TURN180
- ALTATTACK
- RELOAD
- ZOOM
- SPEED
- STRAFE
- MOVE_RIGHT
- MOVE_LEFT
- MOVE_BACKWARD
- MOVE_FORWARD
- TURN_RIGHT
- TURN_LEFT
- LOOK_UP
- LOOK_DOWN
- MOVE_UP
- MOVE_DOWN
- LAND
- SELECT_WEAPON1
- SELECT_WEAPON2
- SELECT_WEAPON3
- SELECT_WEAPON4
- SELECT_WEAPON5
- SELECT_WEAPON6
- SELECT_WEAPON7
- SELECT_WEAPON8
- SELECT_WEAPON9
- SELECT_WEAPON0
- SELECT_NEXT_WEAPON
- SELECT_PREV_WEAPON
- DROP_SELECTED_WEAPON
- ACTIVATE_SELECTED_ITEM
- SELECT_NEXT_ITEM
- SELECT_PREV_ITEM
- DROP_SELECTED_ITEM
Buttons whose value defines the speed of movement. A positive value indicates movement in the first specified direction and a negative value in the second direction. For example: value 10 for MOVE_LEFT_RIGHT_DELTA means slow movement to the right and -100 means fast movement to the left.
- LOOK_UP_DOWN_DELTA
- TURN_LEFT_RIGHT_DELTA
- MOVE_FORWARD_BACKWARD_DELTA
- MOVE_LEFT_RIGHT_DELTA
- MOVE_UP_DOWN_DELTA