// 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.sample; import "google/api/field_behavior.proto"; import "google/protobuf/field_mask.proto"; import "google/type/latlng.proto"; option csharp_namespace = "Google.Maps.PlayableLocations.V3.Sample"; option go_package = "google.golang.org/genproto/googleapis/maps/playablelocations/v3/sample;sample"; option java_multiple_files = true; option java_outer_classname = "ResourcesProto"; option java_package = "com.google.maps.playablelocations.v3.sample"; option objc_class_prefix = "GMPL"; // A geographical point suitable for placing game objects in location-based // games. message PlayableLocation { // Required. The name of this playable location. string name = 1; // Required. // Each location has one of the following identifiers: oneof location_id { // A [place ID] (https://developers.google.com/places/place-id) string place_id = 2; // A [plus code] (http://openlocationcode.com) string plus_code = 3; } // A collection of [Playable Location Types](/maps/tt/games/types) for this // playable location. The first type in the collection is the primary type. // // Type information might not be available for all playable locations. repeated string types = 4; // Required. The latitude and longitude associated with the center of the playable // location. // // By default, the set of playable locations returned from // [SamplePlayableLocations][google.maps.playablelocations.v3.PlayableLocations.SamplePlayableLocations] use // center-point coordinates. google.type.LatLng center_point = 5; // The playable location's coordinates, snapped to the sidewalk of the // nearest road, if a nearby road exists. google.type.LatLng snapped_point = 6; } // A set of options that specifies the separation between playable locations. message SpacingOptions { // Specifies whether the playable location's geographic coordinates (latitude // and longitude) correspond to its center-point, or to its location snapped // to the sidewalk of the nearest road. enum PointType { // Unspecified point type. Do not use this value. POINT_TYPE_UNSPECIFIED = 0; // The geographic coordinates correspond to the center of the location. CENTER_POINT = 1; // The geographic coordinates correspond to the location snapped to the // sidewalk of the nearest road (when a nearby road exists). SNAPPED_POINT = 2; } // Required. The minimum spacing between any two playable locations, measured in meters. // The minimum value is 200. // The maximum value is 1000. // // Inputs will be rounded up to the next 10 meter interval. // // The default value is 200m. // // Set this field to remove tight clusters of playable locations. // // Note: // // The spacing is a greedy algorithm. It optimizes for selecting the highest // ranking locations first, not to maximize the number of locations selected. // Consider the following scenario: // // * Rank: A: 2, B: 1, C: 3. // * Distance: A--200m--B--200m--C // // If spacing=250, it will pick the highest ranked location [B], not [A, C]. // // // Note: // // Spacing works within the game object type itself, as well as the previous // ones. // Suppose three game object types, each with the following spacing: // // * X: 400m, Y: undefined, Z: 200m. // // 1. Add locations for X, within 400m of each other. // 2. Add locations for Y, without any spacing. // 3. Finally, add locations for Z within 200m of each other as well X and Y. // // The distance diagram between those locations end up as: // // * From->To. // * X->X: 400m // * Y->X, Y->Y: unspecified. // * Z->X, Z->Y, Z->Z: 200m. double min_spacing_meters = 1 [(google.api.field_behavior) = REQUIRED]; // Specifies whether the minimum spacing constraint applies to the // center-point or to the snapped point of playable locations. The default // value is `CENTER_POINT`. // // If a snapped point is not available for a playable location, its // center-point is used instead. // // Set this to the point type used in your game. PointType point_type = 2; } // Specifies the filters to use when searching for playable locations. message Filter { // Specifies the maximum number of playable locations to return. This value // must not be greater than 500. The default value is 100. // // Only the top-ranking playable locations are returned. int32 max_location_count = 1; // A set of options that control the spacing between playable locations. By // default the minimum distance between locations is 200m. SpacingOptions spacing = 2; // Restricts the set of playable locations to just the // [types](/maps/tt/games/types) that you want. repeated string included_types = 3; } // Encapsulates a filter criterion for searching for a set of playable // locations. message Criterion { // Required. An arbitrary, developer-defined identifier of the type of game object that // the playable location is used for. This field allows you to specify // criteria per game object type when searching for playable locations. // // You should assign a unique `game_object_type` ID across all // `request_criteria` to represent a distinct type of game object. For // example, 1=monster location, 2=powerup location. // // The response contains a map. int32 game_object_type = 1 [(google.api.field_behavior) = REQUIRED]; // Specifies filtering options, and specifies what will be included in the // result set. Filter filter = 2; // Specifies which `PlayableLocation` fields are returned. // // `name` (which is used for logging impressions), `center_point` and // `place_id` (or `plus_code`) are always returned. // // The following fields are omitted unless you specify them here: // // * snapped_point // * types // // Note: The more fields you include, the more expensive in terms of data and // associated latency your query will be. google.protobuf.FieldMask fields_to_return = 3; } // Specifies the area to search for playable locations. message AreaFilter { // Required. The S2 cell ID of the area you want. This must be between cell level 11 and // 14 (inclusive). // // S2 cells are 64-bit integers that identify areas on the Earth. They are // hierarchical, and can therefore be used for spatial indexing. // // The S2 geometry library is available in a number of languages: // // * [C++](https://github.com/google/s2geometry) // * [Java](https://github.com/google/s2-geometry-library-java) // * [Go](https://github.com/golang/geo) // * [Python](https://github.com/google/s2geometry/tree/master/src/python) fixed64 s2_cell_id = 1 [(google.api.field_behavior) = REQUIRED]; } // A list of PlayableLocation objects that satisfies a single Criterion. message PlayableLocationList { // A list of playable locations for this game object type. repeated PlayableLocation locations = 1; }