resources.proto 3.9 KB

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  1. // Copyright 2020 Google LLC
  2. //
  3. // Licensed under the Apache License, Version 2.0 (the "License");
  4. // you may not use this file except in compliance with the License.
  5. // You may obtain a copy of the License at
  6. //
  7. // http://www.apache.org/licenses/LICENSE-2.0
  8. //
  9. // Unless required by applicable law or agreed to in writing, software
  10. // distributed under the License is distributed on an "AS IS" BASIS,
  11. // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  12. // See the License for the specific language governing permissions and
  13. // limitations under the License.
  14. syntax = "proto3";
  15. package google.maps.playablelocations.v3;
  16. import "google/api/field_behavior.proto";
  17. import "google/protobuf/field_mask.proto";
  18. import "google/type/latlng.proto";
  19. option csharp_namespace = "Google.Maps.PlayableLocations.V3";
  20. option go_package = "google.golang.org/genproto/googleapis/maps/playablelocations/v3;playablelocations";
  21. option java_multiple_files = true;
  22. option java_outer_classname = "ResourcesProto";
  23. option java_package = "com.google.maps.playablelocations.v3";
  24. option php_namespace = "Google\\Maps\\PlayableLocations\\V3";
  25. option objc_class_prefix = "GMPL";
  26. // A report submitted by a player about a playable location that is considered
  27. // inappropriate for use in the game.
  28. message PlayerReport {
  29. // The reason why the playable location is considered bad.
  30. enum BadLocationReason {
  31. // Unspecified reason. Do not use.
  32. BAD_LOCATION_REASON_UNSPECIFIED = 0;
  33. // The reason isn't one of the reasons in this enumeration.
  34. OTHER = 1;
  35. // The playable location isn't accessible to pedestrians. For example, if
  36. // it's in the middle of a highway.
  37. NOT_PEDESTRIAN_ACCESSIBLE = 2;
  38. // The playable location isn't open to the public. For example, a private
  39. // office building.
  40. NOT_OPEN_TO_PUBLIC = 4;
  41. // The playable location is permanently closed. For example, when a business
  42. // has been shut down.
  43. PERMANENTLY_CLOSED = 5;
  44. // The playable location is temporarily inaccessible. For example, when a
  45. // business has closed for renovations.
  46. TEMPORARILY_INACCESSIBLE = 6;
  47. }
  48. // Required. The name of the playable location.
  49. string location_name = 1 [(google.api.field_behavior) = REQUIRED];
  50. // Required. One or more reasons why this playable location is considered bad.
  51. repeated BadLocationReason reasons = 2
  52. [(google.api.field_behavior) = REQUIRED];
  53. // Required. A free-form description detailing why the playable location is
  54. // considered bad.
  55. string reason_details = 3 [(google.api.field_behavior) = REQUIRED];
  56. // Language code (in BCP-47 format) indicating the language of the freeform
  57. // description provided in `reason_details`. Examples are "en", "en-US" or
  58. // "ja-Latn". For more information, see
  59. // http://www.unicode.org/reports/tr35/#Unicode_locale_identifier.
  60. string language_code = 4;
  61. }
  62. // Encapsulates impression event details.
  63. message Impression {
  64. // The type of impression event.
  65. enum ImpressionType {
  66. // Unspecified type. Do not use.
  67. IMPRESSION_TYPE_UNSPECIFIED = 0;
  68. // The playable location was presented to a player.
  69. PRESENTED = 1;
  70. // A player interacted with the playable location.
  71. INTERACTED = 2;
  72. }
  73. // Required. The name of the playable location.
  74. string location_name = 1 [(google.api.field_behavior) = REQUIRED];
  75. // Required. The type of impression event.
  76. ImpressionType impression_type = 2 [(google.api.field_behavior) = REQUIRED];
  77. // An arbitrary, developer-defined type identifier for each type of game
  78. // object used in your game.
  79. //
  80. // Since players interact with differ types of game objects in different ways,
  81. // this field allows you to segregate impression data by type for analysis.
  82. //
  83. // You should assign a unique `game_object_type` ID to represent a distinct
  84. // type of game object in your game.
  85. //
  86. // For example, 1=monster location, 2=powerup location.
  87. int32 game_object_type = 4;
  88. }