summaryrefslogtreecommitdiff
path: root/third_party/googleapis/google/maps/playablelocations/v3/resources.proto
blob: 5ca38106840f6d737336751eb41c4d38ec0518a6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
// 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";

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 php_namespace = "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;
}