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
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
// This file is @generated by prost-build.
/// A geographical point suitable for placing game objects in location-based
/// games.
#[derive(Clone, PartialEq, ::prost::Message)]
pub struct PlayableLocation {
    /// Required. The name of this playable location.
    #[prost(string, tag = "1")]
    pub name: ::prost::alloc::string::String,
    /// 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.
    #[prost(string, repeated, tag = "4")]
    pub types: ::prost::alloc::vec::Vec<::prost::alloc::string::String>,
    /// 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.
    #[prost(message, optional, tag = "5")]
    pub center_point: ::core::option::Option<super::super::super::super::r#type::LatLng>,
    /// The playable location's coordinates, snapped to the sidewalk of the
    /// nearest road, if a nearby road exists.
    #[prost(message, optional, tag = "6")]
    pub snapped_point: ::core::option::Option<
        super::super::super::super::r#type::LatLng,
    >,
    /// Required.
    /// Each location has one of the following identifiers:
    #[prost(oneof = "playable_location::LocationId", tags = "2, 3")]
    pub location_id: ::core::option::Option<playable_location::LocationId>,
}
/// Nested message and enum types in `PlayableLocation`.
pub mod playable_location {
    /// Required.
    /// Each location has one of the following identifiers:
    #[derive(Clone, PartialEq, ::prost::Oneof)]
    pub enum LocationId {
        /// A \[place ID\] (<https://developers.google.com/places/place-id>)
        #[prost(string, tag = "2")]
        PlaceId(::prost::alloc::string::String),
        /// A \[plus code\] (<http://openlocationcode.com>)
        #[prost(string, tag = "3")]
        PlusCode(::prost::alloc::string::String),
    }
}
/// A set of options that specifies the separation between playable locations.
#[derive(Clone, Copy, PartialEq, ::prost::Message)]
pub struct SpacingOptions {
    /// Required. The minimum spacing between any two playable locations, measured
    /// in meters. The minimum value is 30. 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.
    #[prost(double, tag = "1")]
    pub min_spacing_meters: f64,
    /// 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.
    #[prost(enumeration = "spacing_options::PointType", tag = "2")]
    pub point_type: i32,
}
/// Nested message and enum types in `SpacingOptions`.
pub mod spacing_options {
    /// 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.
    #[derive(
        Clone,
        Copy,
        Debug,
        PartialEq,
        Eq,
        Hash,
        PartialOrd,
        Ord,
        ::prost::Enumeration
    )]
    #[repr(i32)]
    pub enum PointType {
        /// Unspecified point type. Do not use this value.
        Unspecified = 0,
        /// The geographic coordinates correspond to the center of the location.
        CenterPoint = 1,
        /// The geographic coordinates correspond to the location snapped to the
        /// sidewalk of the nearest road (when a nearby road exists).
        SnappedPoint = 2,
    }
    impl PointType {
        /// String value of the enum field names used in the ProtoBuf definition.
        ///
        /// The values are not transformed in any way and thus are considered stable
        /// (if the ProtoBuf definition does not change) and safe for programmatic use.
        pub fn as_str_name(&self) -> &'static str {
            match self {
                PointType::Unspecified => "POINT_TYPE_UNSPECIFIED",
                PointType::CenterPoint => "CENTER_POINT",
                PointType::SnappedPoint => "SNAPPED_POINT",
            }
        }
        /// Creates an enum from field names used in the ProtoBuf definition.
        pub fn from_str_name(value: &str) -> ::core::option::Option<Self> {
            match value {
                "POINT_TYPE_UNSPECIFIED" => Some(Self::Unspecified),
                "CENTER_POINT" => Some(Self::CenterPoint),
                "SNAPPED_POINT" => Some(Self::SnappedPoint),
                _ => None,
            }
        }
    }
}
/// Specifies the filters to use when searching for playable locations.
#[derive(Clone, PartialEq, ::prost::Message)]
pub struct Filter {
    /// Specifies the maximum number of playable locations to return. This value
    /// must not be greater than 1000. The default value is 100.
    ///
    /// Only the top-ranking playable locations are returned.
    #[prost(int32, tag = "1")]
    pub max_location_count: i32,
    /// A set of options that control the spacing between playable locations. By
    /// default the minimum distance between locations is 200m.
    #[prost(message, optional, tag = "2")]
    pub spacing: ::core::option::Option<SpacingOptions>,
    /// Restricts the set of playable locations to just the
    /// [types](/maps/tt/games/types) that you want.
    #[prost(string, repeated, tag = "3")]
    pub included_types: ::prost::alloc::vec::Vec<::prost::alloc::string::String>,
}
/// Encapsulates a filter criterion for searching for a set of playable
/// locations.
#[derive(Clone, PartialEq, ::prost::Message)]
pub struct 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<game_object_type, Response>.
    #[prost(int32, tag = "1")]
    pub game_object_type: i32,
    /// Specifies filtering options, and specifies what will be included in the
    /// result set.
    #[prost(message, optional, tag = "2")]
    pub filter: ::core::option::Option<Filter>,
    /// 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.
    #[prost(message, optional, tag = "3")]
    pub fields_to_return: ::core::option::Option<::prost_types::FieldMask>,
}
/// Specifies the area to search for playable locations.
#[derive(Clone, Copy, PartialEq, ::prost::Message)]
pub struct 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>)
    #[prost(fixed64, tag = "1")]
    pub s2_cell_id: u64,
}
/// A list of PlayableLocation objects that satisfies a single Criterion.
#[derive(Clone, PartialEq, ::prost::Message)]
pub struct PlayableLocationList {
    /// A list of playable locations for this game object type.
    #[prost(message, repeated, tag = "1")]
    pub locations: ::prost::alloc::vec::Vec<PlayableLocation>,
}