Map Report: Intro Corridor

+=================================================================+
|              M A P   V A L I D A T O R                          |
|         Loot Distribution & Map Quality Analysis                |
+=================================================================+

  Using 16 threads for parallel generation

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  Generated 50 maps in 0.2s                    

  Generated 50 maps in 0.2s (0.00s avg per map)
  Map type: IntroCorridor | Base seed: 42 | Seeds: 42..91

===================================================================
  MAP STRUCTURE
===================================================================

+---------------------------+--------+--------+--------+--------+
|  BUILDING & MAP QUALITY   |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Buildings                 |    1.0 |    1.0 |    1.0 |    0.0 |
| Rooms                     |    1.2 |    1.0 |    2.0 |    0.4 |
| Walkable tiles            | 9180.9 | 9172.0 | 9187.0 |    3.9 |
| Walkable %                |   99.6 |   99.5 |   99.7 |    0.0 |
| Building footprint %      |    0.7 |    0.7 |    0.7 |    0.0 |
| Extraction points         |    1.0 |    1.0 |    1.0 |    0.0 |
| Player spawns             |    1.0 |    1.0 |    1.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+
|         ROOM TYPE         |  Avg   |
+---------------------------+--------+
| Room                      |    0.8 |
| Entrance                  |    0.4 |
+---------------------------+--------+

+---------------------------+----------+--------+--------+--------+
|        FLOOR TYPE         |   Avg    |  Pct   |  Min%  |  Max%  |
+---------------------------+----------+--------+--------+--------+
| Grass                     |     7860 |  85.3% |  84.5% |  86.2% |
| Dirt                      |     1258 |  13.6% |  13.0% |  14.2% |
| Wood                      |       57 |   0.6% |   0.5% |   0.7% |
| Rubble                    |       39 |   0.4% |   0.1% |   0.8% |
| (+2 types < 0.1%)         |          |        |        |        |
+---------------------------+----------+--------+--------+--------+

+---------------------------+----------+--------+
|  VOLUME TYPE (non-Empty)  |   Avg    |  Pct   |
+---------------------------+----------+--------+
| TallGrass                 |      598 |   6.5% |
| WoodWall                  |       25 |   0.3% |
| Rock                      |        7 |   0.1% |
| Window                    |        2 |   0.0% |
| Door                      |        2 |   0.0% |
| SteelWall                 |        1 |   0.0% |
| Empty (open floor)        |     8582 |  93.1% |
+---------------------------+----------+--------+

+---------------------------+----------+--------+
|         ELEVATION         |   Avg    |  Pct   |
+---------------------------+----------+--------+
| Deep                      |       17 |   0.2% |
| Low                       |     6489 |  70.4% |
| Ground                    |     1954 |  21.2% |
| High                      |      756 |   8.2% |
+---------------------------+----------+--------+

===================================================================
  LOOT: CONTAINERS
===================================================================

+---------------------------+--------+--------+--------+--------+
|     CONTAINER SUMMARY     |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total containers          |    9.5 |    8.0 |   11.0 |    1.0 |
| Indoor                    |    1.6 |    1.0 |    3.0 |    0.7 |
| Building Exterior         |    1.8 |    1.0 |    3.0 |    0.7 |
| Outdoor Field             |    2.0 |    2.0 |    2.0 |    0.0 |
| Hidden Stash              |    4.0 |    4.0 |    4.0 |    0.0 |
| Filler                    |    0.0 |    0.0 |    0.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|   CONTAINER CLUSTERING    |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Largest cluster           |    1.9 |    1.0 |    4.0 |    0.9 |
| Mean cluster size         |    1.1 |    1.0 |    1.4 |    0.1 |
| Hotspots (>=4)            |    0.0 |    0.0 |    1.0 |    0.2 |
| Mean nearest-neighbor     |   19.8 |   11.5 |   26.3 |    3.4 |
+---------------------------+--------+--------+--------+--------+
  (Clustering radius: 5 tiles Chebyshev distance)

+---------------------------+--------+--------+--------+--------+
|      CONTAINER TYPE       |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Filing Cabinet            |    0.7 |    0.0 |    3.0 |    0.7 |
| Supply Crate              |    2.3 |    1.0 |    6.0 |    1.1 |
| Medical Cabinet           |    0.7 |    0.0 |    3.0 |    0.8 |
| Tool Box                  |    0.5 |    0.0 |    2.0 |    0.6 |
| Duffel Bag                |    0.8 |    0.0 |    3.0 |    0.9 |
| Ammo Box                  |    0.1 |    0.0 |    1.0 |    0.3 |
| Footlocker                |    0.5 |    0.0 |    2.0 |    0.6 |
| Hidden Stash              |    4.0 |    4.0 |    4.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|     ZONE DISTRIBUTION     |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| General                   |    6.0 |    6.0 |    6.0 |    0.0 |
| Residential               |    3.5 |    2.0 |    5.0 |    1.0 |
| Industrial                |    0.0 |    0.0 |    0.0 |    0.0 |
| Scientific                |    0.0 |    0.0 |    0.0 |    0.0 |
| Military                  |    0.0 |    0.0 |    0.0 |    0.0 |
| Ruined                    |    0.0 |    0.0 |    0.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+--------+
|     TIER DISTRIBUTION     |  Mean  |  Min   |  Max   | StdDev |  Pct   |
+---------------------------+--------+--------+--------+--------+--------+
| Common                    |    4.0 |      2 |      6 |    1.1 |  42.4% |
| Uncommon                  |    3.2 |      0 |      6 |    1.4 |  34.2% |
| Rare                      |    1.7 |      0 |      5 |    1.1 |  17.9% |
| Epic                      |    0.5 |      0 |      2 |    0.7 |   5.5% |
+---------------------------+--------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+--------+
|     PLACEMENT SOURCE      |  Mean  |  Min   |  Max   | StdDev |  Pct   |
+---------------------------+--------+--------+--------+--------+--------+
| Indoor                    |    1.6 |      1 |      3 |    0.7 |  17.3% |
| Building Exterior         |    1.8 |      1 |      3 |    0.7 |  19.4% |
| Outdoor Field             |    2.0 |      2 |      2 |    0.0 |  21.1% |
| Hidden Stash              |    4.0 |      4 |      4 |    0.0 |  42.2% |
| Filler                    |    0.0 |      0 |      0 |    0.0 |   0.0% |
+---------------------------+--------+--------+--------+--------+--------+

===================================================================
  LOOT: CONTAINER PLACEMENT
===================================================================

+---------------------------+--------+--------+--------+--------+
|  INDOOR / OUTDOOR SPLIT   |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Indoor %                  |   16.9 |   10.0 |   27.3 |    5.4 |
| Indoor count              |    1.6 |    1.0 |    3.0 |    0.7 |
| Outdoor count             |    7.8 |    7.0 |    9.0 |    0.7 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|  OUTDOOR → BUILDING DIST  |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Average distance          |   42.8 |   22.2 |   59.1 |    7.8 |
| Closest                   |    3.6 |    2.0 |    5.0 |    0.9 |
| Farthest                  |   94.8 |   64.0 |  111.0 |   12.6 |
| P25                       |   16.0 |    3.0 |   45.0 |    9.6 |
| P50 (Median)              |   41.0 |   14.0 |   73.0 |   13.9 |
| P75                       |   64.5 |   35.0 |   88.8 |   11.3 |
| P90                       |   80.9 |   43.2 |  105.1 |   12.8 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|   DENSITY PER BUILDING    |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Avg containers/building   |    1.6 |    1.0 |    3.0 |    0.7 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|  CONTAINERS / ROOM KIND   |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Entrance                  |    0.4 |    0.0 |    3.0 |    0.7 |
| Room                      |    1.3 |    0.0 |    3.0 |    0.9 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|       TIER INDOOR %       |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Common                    |   35.3 |   16.7 |   66.7 |   12.7 |
| Uncommon                  |    6.2 |    0.0 |   50.0 |   12.3 |
| Rare                      |    4.0 |    0.0 |  100.0 |   16.9 |
| Epic                      |    0.0 |    0.0 |    0.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|  CONTAINER ACCESSIBILITY  |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Spawn → nearest (min)     |   20.0 |    2.1 |   84.5 |   14.1 |
| Spawn → nearest (avg)     |   20.0 |    2.1 |   84.5 |   14.1 |
| Extract → nearest (min)   |   16.0 |    1.6 |   67.7 |   13.1 |
| Extract → nearest (avg)   |   16.0 |    1.6 |   67.7 |   13.1 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|   HIDDEN STASH QUALITY    |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Stash count               |    4.0 |    4.0 |    4.0 |    0.0 |
| Min building dist         |   34.5 |   15.0 |   73.0 |   13.3 |
| Avg building dist         |   64.3 |   40.2 |   89.5 |   10.8 |
| Min inter-stash spacing   |   24.2 |   15.0 |   55.0 |    9.3 |
| Avg inter-stash spacing   |   89.3 |   20.7 |  118.8 |   18.1 |
+---------------------------+--------+--------+--------+--------+

===================================================================
  LOOT: ITEMS & FILL RATES
===================================================================

+---------------------------+--------+--------+--------+--------+
|   CONTAINER LOOT ITEMS    |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total items               |   16.3 |   10.0 |   22.0 |    2.6 |
| Max frames/container      |    0.1 |    0.0 |    1.0 |    0.3 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+
|   AVG ITEMS / CTNR TYPE   |  Avg   |
+---------------------------+--------+
| Filing Cabinet            |    2.3 |
| Supply Crate              |    2.4 |
| Medical Cabinet           |    1.9 |
| Tool Box                  |    1.6 |
| Duffel Bag                |    1.4 |
| Ammo Box                  |    1.2 |
| Footlocker                |    1.8 |
| Hidden Stash              |    1.3 |
+---------------------------+--------+

+-------------------------------------+----------+
|          CONTAINER SALVAGE          | Avg/Map  |
+-------------------------------------+----------+
| SalvageFriedCommLink                |      0.6 |
| SalvageCrackedHeatLamp              |      0.3 |
| SalvageMotor                        |      0.3 |
| SalvageStoveTop                     |      0.3 |
| SalvageChemicalTank                 |      0.3 |
| SalvageElectronics                  |      0.2 |
| SalvageCryoFridgePanel              |      0.2 |
| SalvageHydraulicRam                 |      0.2 |
| SalvageRocketTube                   |      0.1 |
| SalvageExoFrameRibs                 |      0.1 |
| SalvageOpticalBench                 |      0.1 |
| SalvageChassis                      |      0.1 |
| SalvageMedicalTray                  |      0.1 |
| SalvageTurbineCore                  |      0.0 |
| SalvageShieldFragment               |      0.0 |
| SalvageAlternator                   |      0.0 |
| SalvageTargetComputer               |      0.0 |
| SalvageCentrifuge                   |      0.0 |
|-------------------------------------|----------|
| TOTAL                               |      3.0 |
+-------------------------------------+----------+

+-------------------------------------+----------+
|          CONTAINER FRAMES           | Avg/Map  |
+-------------------------------------+----------+
| FrameWeaponLight                    |      0.1 |
| FrameWeaponMed                      |      0.1 |
| BrokenFrame                         |      0.0 |
|-------------------------------------|----------|
| TOTAL                               |      0.1 |
+-------------------------------------+----------+

+-------------------------------------+----------+
|        CONTAINER BLUEPRINTS         | Avg/Map  |
+-------------------------------------+----------+
| (none spawning)                     |        0 |
|-------------------------------------|----------|
| TOTAL                               |      0.0 |
+-------------------------------------+----------+

+-------------------------------------+----------+
|         ALL CONTAINER ITEMS         | Avg/Map  |
+-------------------------------------+----------+
| AmmoLightKinetic                    |     30.1 |
| AmmoMediumKinetic                   |     19.3 |
| Scrap                               |      5.4 |
| AmmoHeavyKinetic                    |      3.4 |
| Bandage                             |      2.7 |
| CompWire                            |      1.9 |
| CompFastener                        |      1.8 |
| CompPolymer                         |      1.7 |
| AmmoMediumSabot                     |      1.5 |
| MechanicalParts                     |      1.4 |
| AmmoLightFrag                       |      1.2 |
| FabricPadding                       |      1.0 |
| PartLightWeapon                     |      0.8 |
| AmmoLightSabot                      |      0.7 |
| CompPropellant                      |      0.6 |
| GrenadeFrag                         |      0.6 |
| Electronics                         |      0.6 |
| StimPack                            |      0.6 |
| SalvageFriedCommLink                |      0.6 |
| CompMetalPlate                      |      0.5 |
| AmmoHeavySabot                      |      0.5 |
| AmmoMediumIrradiated                |      0.4 |
| AmmoMediumFrag                      |      0.4 |
| WeaponScrap                         |      0.3 |
| PowerCell                           |      0.3 |
| SalvageCrackedHeatLamp              |      0.3 |
| AlloyPlating                        |      0.3 |
| SalvageMotor                        |      0.3 |
| SalvageStoveTop                     |      0.3 |
| PartMediumWeapon                    |      0.3 |
| SalvageChemicalTank                 |      0.3 |
| GrenadeSmoke                        |      0.3 |
| MedicalSupplies                     |      0.2 |
| SalvageElectronics                  |      0.2 |
| AmmoHeavyFrag                       |      0.2 |
| SalvageCryoFridgePanel              |      0.2 |
| ModExtendedMag                      |      0.2 |
| PartHeavyWeapon                     |      0.2 |
| SalvageHydraulicRam                 |      0.2 |
| SalvageRocketTube                   |      0.1 |
| SalvageExoFrameRibs                 |      0.1 |
| SalvageOpticalBench                 |      0.1 |
| SalvageChassis                      |      0.1 |
| AmmoLightIrradiated                 |      0.1 |
| AmmoHeavyIrradiated                 |      0.1 |
| WeaponViper                         |      0.1 |
| FrameWeaponLight                    |      0.1 |
| SalvageMedicalTray                  |      0.1 |
| WeaponCleaningKit                   |      0.1 |
| ChemicalInjectors                   |      0.1 |
| FrameWeaponMed                      |      0.1 |
| SalvageTurbineCore                  |      0.0 |
| ModNoiseDampener                    |      0.0 |
| SalvageShieldFragment               |      0.0 |
| ArmorRepairKit                      |      0.0 |
| SalvageAlternator                   |      0.0 |
| ModReflexSight                      |      0.0 |
| WeaponStinger                       |      0.0 |
| SalvageTargetComputer               |      0.0 |
| SalvageCentrifuge                   |      0.0 |
| BrokenFrame                         |      0.0 |
+-------------------------------------+----------+

+---------------------------+--------+--------+
|     FILL RATE BY SIZE     | Avg %  | Count  |
+---------------------------+--------+--------+
| Tiny (2-4)                |  81.2% |      0 |
| Small (6-10)              |  66.6% |      5 |
| Medium (12-16)            |  53.9% |      4 |
| Large (21-35)             |   0.0% |      0 |
+---------------------------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|     ENEMY LOOT ITEMS      |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total enemy items         |   32.8 |   14.0 |   49.0 |    8.6 |
+---------------------------+--------+--------+--------+--------+

+-------------------------------------+----------+
|            ENEMY SALVAGE            | Avg/Map  |
+-------------------------------------+----------+
| SalvageFriedCommLink                |      0.2 |
|-------------------------------------|----------|
| TOTAL                               |      0.2 |
+-------------------------------------+----------+

+-------------------------------------+----------+
|            ENEMY FRAMES             | Avg/Map  |
+-------------------------------------+----------+
| (none spawning)                     |        0 |
|-------------------------------------|----------|
| TOTAL                               |      0.0 |
+-------------------------------------+----------+

+-------------------------------------+----------+
|          ENEMY BLUEPRINTS           | Avg/Map  |
+-------------------------------------+----------+
| (none spawning)                     |        0 |
|-------------------------------------|----------|
| TOTAL                               |      0.0 |
+-------------------------------------+----------+

+-------------------------------------+----------+
|        ALL ENEMY LOOT ITEMS         | Avg/Map  |
+-------------------------------------+----------+
| AmmoLightKinetic                    |     27.6 |
| Scrap                               |      1.8 |
| AmmoLightSabot                      |      1.4 |
| AmmoLightIrradiated                 |      0.6 |
| CompPolymer                         |      0.5 |
| LightArmorParts                     |      0.2 |
| FabricPadding                       |      0.2 |
| Bandage                             |      0.2 |
| SalvageFriedCommLink                |      0.2 |
| Electronics                         |      0.1 |
+-------------------------------------+----------+

+---------------------------+----------+--------+
|  COMBINED LOOT OVERVIEW   | Avg/Map  |  Pct   |
+---------------------------+----------+--------+
| Container loot items      |     16.3 |  33.3% |
| Enemy loot items          |     32.8 |  66.7% |
| TOTAL                     |     49.1 | 100.0% |
+---------------------------+----------+--------+

+-------------------------------------+----------+----------+----------+
|        ITEM SOURCE BREAKDOWN        |  Cntnr   |  Enemy   |  Total   |
+-------------------------------------+----------+----------+----------+
| AmmoLightKinetic                    |     30.1 |     27.6 |     57.8 |
| AmmoMediumKinetic                   |     19.3 |      0.0 |     19.3 |
| Scrap                               |      5.4 |      1.8 |      7.2 |
| AmmoHeavyKinetic                    |      3.4 |      0.0 |      3.4 |
| Bandage                             |      2.7 |      0.2 |      2.9 |
| CompPolymer                         |      1.7 |      0.5 |      2.2 |
| AmmoLightSabot                      |      0.7 |      1.4 |      2.1 |
| CompWire                            |      1.9 |      0.0 |      1.9 |
| CompFastener                        |      1.8 |      0.0 |      1.8 |
| AmmoMediumSabot                     |      1.5 |      0.0 |      1.5 |
| MechanicalParts                     |      1.4 |      0.0 |      1.4 |
| AmmoLightFrag                       |      1.2 |      0.0 |      1.2 |
| FabricPadding                       |      1.0 |      0.2 |      1.1 |
| Electronics                         |      0.6 |      0.1 |      0.8 |
| PartLightWeapon                     |      0.8 |      0.0 |      0.8 |
| SalvageFriedCommLink                |      0.6 |      0.2 |      0.7 |
| AmmoLightIrradiated                 |      0.1 |      0.6 |      0.7 |
| GrenadeFrag                         |      0.6 |      0.0 |      0.6 |
| CompPropellant                      |      0.6 |      0.0 |      0.6 |
| StimPack                            |      0.6 |      0.0 |      0.6 |
+-------------------------------------+----------+----------+----------+

===================================================================
  COMBAT: ENEMIES & DENSITY
===================================================================

+---------------------------+--------+--------+--------+--------+
|       ENEMY SPAWNS        |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total enemies             |    1.8 |    1.0 |    2.0 |    0.4 |
| Scout                     |    1.8 |    1.0 |    2.0 |    0.4 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|      COMBAT DENSITY       |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Enemies/1000 walkable     |    0.2 |    0.1 |    0.2 |    0.0 |
| Groups/1000 walkable      |    0.2 |    0.1 |    0.2 |    0.0 |
| Walkable ratio %          |   99.6 |   99.5 |   99.7 |    0.0 |
| Encounter groups          |    1.8 |    1.0 |    2.0 |    0.4 |
| Enemies/group             |    1.0 |    1.0 |    1.0 |    0.0 |
| Indoor enemies            |    1.8 |    1.0 |    2.0 |    0.4 |
| Outdoor enemies           |    0.0 |    0.0 |    0.0 |    0.0 |
| Indoor %                  |  100.0 |  100.0 |  100.0 |    0.0 |
| Spawn min enemy dist      |  105.2 |  104.1 |  107.1 |    0.3 |
| Extract min enemy dist    |   66.0 |   63.5 |   69.6 |    1.5 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+
|       ARCHETYPE MIX       |  Avg   |  Pct   |
+---------------------------+--------+--------+
| Scout                     |    1.8 | 100.0% |
+---------------------------+--------+--------+

+------------------+------+--------+------+--------+--------+--------+
|    ARCHETYPE     |  EHP |   eDPS |  Spd | Weight |    TTD |    TTK |
+------------------+------+--------+------+--------+--------+--------+
| Scout            |   68 |    7.5 |  7.0 |   0.48 |  13.3s |   1.1s |
| Soldier          |  123 |   13.5 |  4.5 |   1.00 |   7.4s |   1.4s |
| Tank             |  192 |    8.6 |  3.5 |   0.78 |  12.5s |   1.7s |
| Sniper           |   79 |    9.4 |  3.0 |   0.30 |  10.9s |   1.1s |
| Elite            |  260 |   23.0 |  4.0 |   3.22 |   4.7s |   2.3s |
| Wayward Drone    |   70 |   20.0 |  9.0 |   1.69 |   5.0s |   1.1s |
| Alpha Drone      |   90 |   36.0 |  9.8 |   4.24 |   3.3s |   1.4s |
| Soldier Basic Drone |   65 |   20.0 |  9.0 |   1.57 |   5.0s |   0.9s |
| Soldier Alpha Drone |   90 |   36.0 |  9.8 |   4.24 |   3.3s |   1.4s |
+------------------+------+--------+------+--------+--------+--------+

===================================================================
  COMBAT: THREAT & TERRAIN
===================================================================

+---------------------------+--------+--------+--------+--------+
|   THREAT WEIGHT DENSITY   |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Weight/1000 walkable      |    0.1 |    0.1 |    0.1 |    0.0 |
| Total weight              |    0.9 |    0.5 |    1.0 |    0.2 |
| Weight % walkable         |    0.0 |    0.0 |    0.0 |    0.0 |
| Archetype entropy         |    0.0 |    0.0 |    0.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|     COVER & STRUCTURE     |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Cover/1000 walkable       |    3.8 |    3.2 |    4.8 |    0.4 |
| Chokepoint tiles          |    1.2 |    0.0 |    5.0 |    0.9 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+
|     ZONE RISK/REWARD      | Threat |  Loot  | Ratio  |
+---------------------------+--------+--------+--------+
| Residential               |    0.9 |    7.6 |   0.17 |
| Outdoor                   |    0.0 |   22.5 |   0.00 |
+---------------------------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|       LOOT SALIENCY       |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Guarded loot value        |    8.3 |    2.0 |   22.0 |    4.9 |
| Unguarded loot value      |   21.8 |    8.0 |   43.5 |    8.5 |
| Guarded %                 |   27.9 |    6.7 |   59.0 |   12.7 |
| Mean loot/threat          |   16.9 |    4.2 |   43.3 |   10.1 |
| Min loot/threat           |   16.6 |    4.2 |   42.7 |   10.0 |
| No-loot encounters        |    0.0 |    0.0 |    0.0 |    0.0 |
| Containers/encounter      |    3.9 |    2.0 |    6.5 |    1.0 |
+---------------------------+--------+--------+--------+--------+

===================================================================
  COMBAT: PACING & PATHING
===================================================================

+---------------------------+--------+--------+--------+--------+
|     ENCOUNTER PACING      |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Spacing mean              |    4.8 |    0.0 |    5.7 |    2.1 |
| Spacing min               |    4.8 |    0.0 |    5.7 |    2.1 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|       CRITICAL PATH       |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path length               |  174.9 |  173.7 |  178.7 |    1.4 |
| Encounters on path        |    1.8 |    1.0 |    2.0 |    0.4 |
| Path weight               |    0.9 |    0.5 |    1.0 |    0.2 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|    INTENSITY GRADIENT     |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Ring 0 weight             |    0.4 |    0.4 |    0.4 |    0.0 |
| Ring 1 weight             |    0.2 |    0.0 |    0.2 |    0.1 |
| Ring 2 weight             |    0.0 |    0.0 |    0.0 |    0.0 |
| Ring 3 weight             |    0.0 |    0.0 |    0.0 |    0.0 |
| Ring 4 weight             |    0.0 |    0.0 |    0.0 |    0.0 |
| Gradient ratio            |    0.0 |    0.0 |    0.0 |    0.0 |
| Edge-heavy maps           |   0.0% |        |        |        |
| Center-heavy maps         | 100.0% |        |        |        |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|      CLUSTER METRICS      |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Cluster count             |    1.0 |    1.0 |    1.0 |    0.0 |
| Max cluster weight        |    0.9 |    0.5 |    1.0 |    0.2 |
| Megaclusters (>5.0w)      |    0.0 |    0.0 |    0.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|     RECOVERY WINDOWS      |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Window count              |    2.0 |    2.0 |    2.0 |    0.0 |
| Mean window length        |   85.1 |   82.4 |   88.4 |    1.5 |
| Min window length         |   80.7 |   74.7 |   88.0 |    3.1 |
| Max window length         |   89.5 |   88.0 |   93.7 |    1.3 |
| Path safe %               |   97.3 |   94.8 |   99.4 |    1.4 |
| Mean gap between enc.     |   65.8 |   57.2 |   88.4 |   13.2 |
+---------------------------+--------+--------+--------+--------+

===================================================================
  COMBAT: ECONOMY & ATTRITION
===================================================================

+---------------------------+--------+--------+--------+--------+
|       HP ATTRITION        |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Est. HP loss on path      |   29.7 |   16.1 |   32.2 |    5.9 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|   MULTI-WEAPON ECONOMY    |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Breaker supply ratio      |   15.7 |   13.5 |   27.0 |    4.9 |
| Breaker ammo cost         |    3.7 |    2.0 |    4.0 |    0.7 |
| Vector supply ratio       |   14.5 |   12.5 |   25.0 |    4.6 |
| Vector ammo cost          |   11.0 |    6.0 |   12.0 |    2.2 |
| Stinger supply ratio      |   18.9 |   16.2 |   32.5 |    6.0 |
| Stinger ammo cost         |    7.4 |    4.0 |    8.0 |    1.5 |
| Breaker path delta %      |  596.0 |  500.0 | 1100.0 |  220.0 |
| Vector path delta %       | 1060.0 |  900.0 | 1900.0 |  366.6 |
| Stinger path delta %      | 1350.0 | 1150.0 | 2400.0 |  458.3 |
+---------------------------+--------+--------+--------+--------+

+------------------+-------+----------+------------------+
|  ARCHETYPE AMMO  | Count | MeanShot |  Expected Drops  |
+------------------+-------+----------+------------------+
| Scout            |     2 |      4.0 | Light:15.0       |
+------------------+-------+----------+------------------+

+---------------------------+--------+--------+--------+--------+
|   WEAPON SUSTAINABILITY   |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Breaker total cost        |    3.7 |    2.0 |    4.0 |    0.7 |
| Breaker kills/mag         |    3.0 |    3.0 |    3.0 |    0.0 |
| Breaker kills/reserve     |   12.0 |   12.0 |   12.0 |    0.0 |
| Breaker net ammo/kill     |   -2.0 |   -2.0 |   -2.0 |    0.0 |
| Vector total cost         |   11.0 |    6.0 |   12.0 |    2.2 |
| Vector kills/mag          |    5.0 |    5.0 |    5.0 |    0.0 |
| Vector kills/reserve      |   20.0 |   20.0 |   20.0 |    0.0 |
| Vector net ammo/kill      |   -6.0 |   -6.0 |   -6.0 |    0.0 |
| Stinger total cost        |    7.4 |    4.0 |    8.0 |    1.5 |
| Stinger kills/mag         |    6.2 |    6.2 |    6.2 |    0.0 |
| Stinger kills/reserve     |   25.0 |   25.0 |   25.0 |    0.0 |
| Stinger net ammo/kill     |   11.0 |   11.0 |   11.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

===================================================================
  COMBAT: TACTICAL ANALYSIS
===================================================================

+---------------------------+--------+--------+--------+--------+
|      TACTICAL STRESS      |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path friction (w/100t)    |    0.5 |    0.3 |    0.6 |    0.1 |
| Lethal groups             |    0.0 |    0.0 |    0.0 |    0.0 |
| Harassment groups         |    1.8 |    1.0 |    2.0 |    0.4 |
| Shield gate crack %       |    0.0 |    0.0 |    0.0 |    0.0 |
| Cover safety (mean)       |    0.0 |    0.0 |    0.0 |    0.0 |
| Cover safety (min)        |    0.0 |    0.0 |    0.0 |    0.0 |
| Exposed encounters        |    0.0 |    0.0 |    0.0 |    0.0 |
| Ammo delta % (Breaker)    |    9.5 | -100.0 |  800.0 |  230.4 |
| Ammo delta % (Vector)     |   93.3 | -100.0 | 1233.3 |  252.2 |
| Ammo delta % (Stinger)    |  725.5 |  187.5 | 2525.0 |  452.5 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|     ENGAGEMENT RANGE      |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Mean range                |   16.0 |   15.5 |   16.4 |    0.2 |
| Min range                 |   15.8 |   15.5 |   16.4 |    0.2 |
| Max range                 |   16.2 |   15.5 |   16.4 |    0.3 |
| Melee %                   |    0.0 |    0.0 |    0.0 |    0.0 |
| Short range %             |  100.0 |  100.0 |  100.0 |    0.0 |
| Medium range %            |    0.0 |    0.0 |    0.0 |    0.0 |
| Long range %              |    0.0 |    0.0 |    0.0 |    0.0 |
| Total encounters          |    1.8 |    1.0 |    2.0 |    0.4 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|       PLAYER AGENCY       |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path Redundancy (Ratio)   |    1.0 |    1.0 |    1.1 |    0.0 |
| Active Combat Time %      |   17.8 |   10.4 |   19.3 |    3.2 |
| Commitment Depth (Median) |    8.8 |    2.8 |   11.8 |    2.4 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|     ENCOUNTER QUALITY     |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Extraction Weight (@20t)  |    0.0 |    0.0 |    0.0 |    0.0 |
| Extraction LOS Enemies    |    0.0 |    0.0 |    0.0 |    0.0 |
| Utility-Required Enc. %   |    0.0 |    0.0 |    0.0 |    0.0 |
| High Risk/No Reward       |    0.0 |    0.0 |    0.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

===================================================================
  COMBAT: VISIBILITY & GEOGRAPHY
===================================================================

+---------------------------+--------+--------+--------+--------+
|  VISIBILITY & GEOGRAPHY   |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Mean Sightline (Tiles)    |  127.8 |  122.6 |  131.8 |    2.3 |
| Sightline P90 (Tiles)     |  179.3 |  175.0 |  182.0 |    1.6 |
| Immediate Cover % (<2t)   |    2.0 |    1.5 |    2.6 |    0.3 |
| Tactical Cover % (<5t)    |    6.7 |    4.6 |    8.6 |    1.2 |
| Cover Desert % (>10t)     |   80.9 |   75.5 |   88.0 |    3.7 |
| Cover Asymmetry           |    0.1 |    0.0 |    0.2 |    0.1 |
| Extraction Eccentricity   |    0.9 |    0.9 |    0.9 |    0.0 |
| Extract P90 Distance      |  164.4 |  162.5 |  165.7 |    0.8 |
| On-Path Loot Density      |    0.0 |    0.0 |    0.0 |    0.0 |
| Detour Incentive Ratio    |    1.5 |    0.2 |    6.2 |    1.5 |
| Occlusion Ratio           |    0.0 |    0.0 |    0.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

===================================================================
  VALIDATION
===================================================================

+-----------------------------------+--------+-------------------+
|            VALIDATION             | Result |   Actual Range    |
+-----------------------------------+--------+-------------------+
| Has extraction points             | [PASS] |             min=1 |
| Has player spawns                 | [PASS] |             min=1 |
| Walkable ratio 25-75%             | [FAIL] |          100-100% |
| Containers 20-80                  | [FAIL] |              8-11 |
| Hidden stashes 3-8                | [PASS] |               4-4 |
| Max 1 frame/container             | [PASS] |             max=1 |
| Stash bldg dist >= 15             | [PASS] |            min=15 |
| Density 1.0-8.0/1000              | [FAIL] |           0.1-0.2 |
| Spawn safety >= 30 tiles          | [PASS] |           min=104 |
| Extract guarded <= 30             | [FAIL] |            max=70 |
| Enemy count CoV < 0.25            | [PASS] |         CoV=0.199 |
+-----------------------------------+--------+-------------------+

  Outlier seeds (enemy count >2 stddev from mean):
    Seed     45: 1 enemies, 11 containers
    Seed     53: 1 enemies, 9 containers
    Seed     62: 1 enemies, 8 containers
    Seed     68: 1 enemies, 8 containers
    Seed     79: 1 enemies, 9 containers
    Seed     87: 1 enemies, 10 containers
    Seed     88: 1 enemies, 10 containers
    Seed     89: 1 enemies, 10 containers

+-----------------------------------+--------+-------------------+
|       ENCOUNTER VALIDATION        | Result |     Pass Rate     |
+-----------------------------------+--------+-------------------+
| completability                    | [PASS] |    50/50 ([PASS]) |
| density_balance                   | [FAIL] |     0/50 ([FAIL]) |
| zone_area_max_Outdoor             | [FAIL] |     0/50 ([FAIL]) |
| zone_area_min_Residential         | [FAIL] |     0/50 ([FAIL]) |
| zone_area_max_Residential         | [PASS] |    50/50 ([PASS]) |
| zone_risk_reward_Residential      | [FAIL] |    14/50 ([FAIL]) |
| zone_risk_reward_Outdoor          | [FAIL] |     0/50 ([FAIL]) |
| path_friction                     | [FAIL] |    32/50 ([FAIL]) |
| lethal_ratio                      | [FAIL] |     0/50 ([FAIL]) |
| ammo_sustainability               | [FAIL] |    16/50 ([FAIL]) |
| cover_safety                      | [FAIL] |     0/50 ([FAIL]) |
+-----------------------------------+--------+-------------------+

  Determinism check...
    [PASS] Same seed (42) produces identical output

+=================================================================+
|                      END OF REPORT                              |
+=================================================================+