+=================================================================+
| 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 |
+=================================================================+