// Copyright 2020 Google LLC // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. syntax = "proto3"; package google.maps.playablelocations.v3; import "google/api/field_behavior.proto"; import "google/protobuf/field_mask.proto"; import "google/type/latlng.proto"; option csharp_namespace = "Google.Maps.PlayableLocations.V3"; option go_package = "google.golang.org/genproto/googleapis/maps/playablelocations/v3;playablelocations"; option java_multiple_files = true; option java_outer_classname = "ResourcesProto"; option java_package = "com.google.maps.playablelocations.v3"; option objc_class_prefix = "GMPL"; // A report submitted by a player about a playable location that is considered // inappropriate for use in the game. message PlayerReport { // The reason why the playable location is considered bad. enum BadLocationReason { // Unspecified reason. Do not use. BAD_LOCATION_REASON_UNSPECIFIED = 0; // The reason isn't one of the reasons in this enumeration. OTHER = 1; // The playable location isn't accessible to pedestrians. For example, if // it's in the middle of a highway. NOT_PEDESTRIAN_ACCESSIBLE = 2; // The playable location isn't open to the public. For example, a private // office building. NOT_OPEN_TO_PUBLIC = 4; // The playable location is permanently closed. For example, when a business // has been shut down. PERMANENTLY_CLOSED = 5; // The playable location is temporarily inaccessible. For example, when a // business has closed for renovations. TEMPORARILY_INACCESSIBLE = 6; } // Required. The name of the playable location. string location_name = 1 [(google.api.field_behavior) = REQUIRED]; // Required. One or more reasons why this playable location is considered bad. repeated BadLocationReason reasons = 2 [(google.api.field_behavior) = REQUIRED]; // Required. A free-form description detailing why the playable location is // considered bad. string reason_details = 3 [(google.api.field_behavior) = REQUIRED]; // Language code (in BCP-47 format) indicating the language of the freeform // description provided in `reason_details`. Examples are "en", "en-US" or // "ja-Latn". For more information, see // http://www.unicode.org/reports/tr35/#Unicode_locale_identifier. string language_code = 4; } // Encapsulates impression event details. message Impression { // The type of impression event. enum ImpressionType { // Unspecified type. Do not use. IMPRESSION_TYPE_UNSPECIFIED = 0; // The playable location was presented to a player. PRESENTED = 1; // A player interacted with the playable location. INTERACTED = 2; } // Required. The name of the playable location. string location_name = 1 [(google.api.field_behavior) = REQUIRED]; // Required. The type of impression event. ImpressionType impression_type = 2 [(google.api.field_behavior) = REQUIRED]; // An arbitrary, developer-defined type identifier for each type of game // object used in your game. // // Since players interact with differ types of game objects in different ways, // this field allows you to segregate impression data by type for analysis. // // You should assign a unique `game_object_type` ID to represent a distinct // type of game object in your game. // // For example, 1=monster location, 2=powerup location. int32 game_object_type = 4; }