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Specifies the area to search for playable locations.
Used in:
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)
Encapsulates a filter criterion for searching for a set of playable locations.
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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>.
Specifies filtering options, and specifies what will be included in the result set.
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.
Specifies the filters to use when searching for playable locations.
Used in:
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.
A set of options that control the spacing between playable locations. By default the minimum distance between locations is 200m.
Restricts the set of playable locations to just the [types](/maps/tt/games/types) that you want.
A geographical point suitable for placing game objects in location-based games.
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Required. The name of this playable location.
Required. Each location has one of the following identifiers:
A [place ID] (https://developers.google.com/places/place-id)
A [plus code] (http://openlocationcode.com)
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.
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.
The playable location's coordinates, snapped to the sidewalk of the nearest road, if a nearby road exists.
A list of PlayableLocation objects that satisfies a single Criterion.
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A list of playable locations for this game object type.
A set of options that specifies the separation between playable locations.
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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.
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.
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.
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Unspecified point type. Do not use this value.
The geographic coordinates correspond to the center of the location.
The geographic coordinates correspond to the location snapped to the sidewalk of the nearest road (when a nearby road exists).