bevy_map_scatter 0.4.1

Bevy plugin that integrates the `map_scatter` core crate for object scattering with field-graph evaluation and sampling
Documentation
# bevy_map_scatter

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Bevy plugin for rule-based scattering with asset loading, async execution, and ECS-friendly results.

![logo](./logo.png)

## Features

Asset-driven scattering for Bevy with async execution and ECS-friendly results:
- Asset-based authoring of scatter plans (RON): load `*.scatter` files via `AssetServer`.
- Texture integration: snapshot Bevy `Image`s to CPU textures with configurable domain mapping.
- Asynchronous execution: runs scatter jobs on `AsyncComputeTaskPool`.
- ECS-friendly: placements become entities; components can be attached for rendering, gameplay, or tooling.
- Streaming helper: manage chunked scatter around moving anchors (optional plugin).
- Diagnostics: forward core events as Bevy messages (`ScatterMessage`, `ScatterFinished`) with configurable filtering.

## Use cases

Use cases: decorative dressing, resource distribution, or any placement driven by textures and rules.

Workflow notes:
- Plans are assets and can hot-reload
- Tweak textures, thresholds, or layer order and rerun
- Deterministic seeds by default; vary them per run when needed

Examples:
1. Stylized forest: trees sparse, mushrooms where tree probability is low, grass fills gaps.
2. Town dressing: benches in plaza masks, lamp posts along roads with spacing, clutter where nothing else landed.
3. Dungeon encounters: camps in large rooms, enemies avoid camp influence, rare loot in dead ends with minimum spacing.

Integration details:
- Assets: `*.scatter` plans loaded by `AssetServer`
- ECS: placements become entities you can tag and decorate
- Async: jobs run on `AsyncComputeTaskPool`
- Determinism: same seed + plan + textures = identical placements
- Events: listen to `ScatterFinished` or `ScatterMessage` to drive gameplay or tooling

## Examples

See the [example crate](https://github.com/morgenthum/map_scatter/blob/main/crates/bevy_map_scatter_examples/README.md) for curated demos you can run locally.

## Quick start

Add the crates to a Bevy application:

```toml
# Cargo.toml
[dependencies]
bevy = "0.18"
bevy_map_scatter = "0.3"
map_scatter = "0.3"
```

Create a scatter plan in `assets/simple.scatter`:

```ron
(
  layers: [
    (
      id: "dots",
      kinds: [
        (
          id: "dots",
          spec: (
            nodes: {
              "probability": Constant(
                params: ConstantParams(value: 1.0),
              ),
            },
            semantics: {
              "probability": Probability,
            },
          ),
        ),
      ],
      sampling: JitterGrid(
        jitter: 1.0,
        cell_size: 1.0,
      ),
      selection_strategy: WeightedRandom,
    ),
  ],
)
```

Trigger a single scatter run once the asset is ready:

```rust
use bevy::prelude::*;
use bevy_map_scatter::prelude::*;

#[derive(Resource, Default)]
struct PlanHandle(Handle<ScatterPlanAsset>);

fn main() {
    App::new()
        .init_resource::<PlanHandle>()
        .add_plugins(DefaultPlugins)
        .add_plugins(MapScatterPlugin)
        .add_systems(Startup, load_plan)
        .add_systems(Update, trigger_request)
        .add_observer(log_finished)
        .run();
}

/// Loads the scatter plan asset on startup.
fn load_plan(mut handle: ResMut<PlanHandle>, assets: Res<AssetServer>) {
    handle.0 = assets.load("simple.scatter");
}

/// Triggers a scatter request once the plan asset is loaded.
fn trigger_request(
    mut commands: Commands,
    mut once: Local<bool>,
    handle: Res<PlanHandle>,
    assets: Res<Assets<ScatterPlanAsset>>,
) {
    // Only run once.
    if *once {
        return;
    }
    // Wait until the asset is loaded.
    if assets.get(&handle.0).is_none() {
        return;
    }

    // The domain size for scattering.
    let domain = Vec2::new(10.0, 10.0);

    // Create run configuration and seed for (deterministic) randomness.
    let config = RunConfig::new(domain)
        .with_chunk_extent(domain.x)
        .with_raster_cell_size(1.0);

    // Spawn an entity to track the request (attach your own components if needed).
    let entity = commands.spawn_empty().id();

    // Trigger the scatter run.
    commands.trigger(ScatterRequest::new(entity, handle.0.clone(), config, 42));

    // Mark as done.
    *once = true;
}

/// Observes the `EntityEvent` when a scatter run has finished.
fn log_finished(finished: On<ScatterFinished>, mut commands: Commands) {
    info!(
        "Scatter run {} finished: placements={} evaluated={} rejected={}",
        finished.entity,
        finished.result.placements.len(),
        finished.result.positions_evaluated,
        finished.result.positions_rejected
    );

    // Clean up the entity used for the request (keep it if you need it later).
    commands.entity(finished.entity).despawn();
}
```

Run the application with `cargo run`. After the scatter job completes, a summary appears in the log; continue with placement logic as needed.

## Streaming (optional)

For moving worlds or endless maps, use `MapScatterStreamingPlugin` and attach
`ScatterStreamSettings` to an anchor entity. The plugin will spawn/despawn chunks
around the anchor and emit placement entities tagged with `ScatterStreamPlacement`.

## Alternatives

- [`bevy_feronia`]https://github.com/NicoZweifel/bevy_feronia: more opinionated, art-focused scattering with built-in wind/material/LOD workflows; likely a better fit if you want an end-to-end visual pipeline rather than a low-level, data-driven scatter core.

## Compatibility

| `bevy_map_scatter` | `map_scatter` | `bevy` |
| ------------------ | ------------- | ------ |
| `0.4`              | `0.4`         | `0.18` |
| `0.3`              | `0.3`         | `0.17` |
| `0.2`              | `0.2`         | `0.17` |