+=================================================================+
| 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 0.4s
Generated 50 maps in 0.4s (0.01s avg per map)
Map type: IntroCrater | Base seed: 42 | Seeds: 42..91
===================================================================
MAP STRUCTURE
===================================================================
+---------------------------+--------+--------+--------+--------+
| BUILDING & MAP QUALITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Buildings | 19.8 | 15.0 | 22.0 | 1.5 |
| Rooms | 20.5 | 15.0 | 23.0 | 1.5 |
| Walkable tiles | 32586.9 | 32166.0 | 32978.0 | 190.1 |
| Walkable % | 88.4 | 87.3 | 89.5 | 0.5 |
| Building footprint % | 1.8 | 1.6 | 2.0 | 0.2 |
| Extraction points | 1.0 | 1.0 | 1.0 | 0.0 |
| Player spawns | 1.0 | 1.0 | 1.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+
| ROOM TYPE | Avg |
+---------------------------+--------+
| Storage | 10.8 |
| Room | 8.0 |
| OpenFloor | 1.0 |
| Entrance | 0.6 |
+---------------------------+--------+
+---------------------------+----------+--------+--------+--------+
| FLOOR TYPE | Avg | Pct | Min% | Max% |
+---------------------------+----------+--------+--------+--------+
| PollutedEarth | 18681 | 50.7% | 47.1% | 53.6% |
| Dirt | 13010 | 35.3% | 33.0% | 36.9% |
| ToxicRunoff | 2115 | 5.7% | 3.5% | 8.4% |
| PollutedGrass | 1629 | 4.4% | 2.7% | 6.0% |
| Rubble | 531 | 1.4% | 1.0% | 2.0% |
| Grass | 281 | 0.8% | 0.3% | 1.2% |
| Metal | 243 | 0.7% | 0.3% | 1.0% |
| Wood | 240 | 0.7% | 0.6% | 0.7% |
| Concrete | 133 | 0.4% | 0.2% | 0.4% |
+---------------------------+----------+--------+--------+--------+
+---------------------------+----------+--------+
| VOLUME TYPE (non-Empty) | Avg | Pct |
+---------------------------+----------+--------+
| Mountain | 3426 | 9.3% |
| Rock | 341 | 0.9% |
| DeepToxicRunoff | 279 | 0.8% |
| TallGrass | 214 | 0.6% |
| WoodWall | 154 | 0.4% |
| RuinWall | 62 | 0.2% |
| Window | 8 | 0.0% |
| Door | 8 | 0.0% |
| Empty (open floor) | 32373 | 87.8% |
+---------------------------+----------+--------+
+---------------------------+----------+--------+
| ELEVATION | Avg | Pct |
+---------------------------+----------+--------+
| Deep | 691 | 1.9% |
| Low | 6275 | 17.0% |
| Ground | 29193 | 79.2% |
| High | 705 | 1.9% |
+---------------------------+----------+--------+
===================================================================
LOOT: CONTAINERS
===================================================================
+---------------------------+--------+--------+--------+--------+
| CONTAINER SUMMARY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total containers | 47.0 | 47.0 | 48.0 | 0.1 |
| Indoor | 32.0 | 32.0 | 32.0 | 0.0 |
| Building Exterior | 11.0 | 11.0 | 11.0 | 0.0 |
| Outdoor Field | 0.0 | 0.0 | 1.0 | 0.1 |
| 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 | 5.8 | 5.0 | 9.0 | 1.1 |
| Mean cluster size | 1.9 | 1.7 | 2.3 | 0.1 |
| Hotspots (>=4) | 3.7 | 2.0 | 5.0 | 0.9 |
| Mean nearest-neighbor | 7.9 | 6.2 | 9.5 | 0.7 |
+---------------------------+--------+--------+--------+--------+
(Clustering radius: 5 tiles Chebyshev distance)
+---------------------------+--------+--------+--------+--------+
| CONTAINER TYPE | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Filing Cabinet | 2.0 | 0.0 | 5.0 | 1.1 |
| Supply Crate | 9.1 | 4.0 | 14.0 | 2.3 |
| Weapon Locker | 2.1 | 0.0 | 5.0 | 1.2 |
| Medical Cabinet | 1.1 | 0.0 | 3.0 | 0.8 |
| Tool Box | 1.6 | 0.0 | 4.0 | 1.2 |
| Duffel Bag | 7.8 | 4.0 | 12.0 | 1.5 |
| Military Case | 2.7 | 1.0 | 5.0 | 0.9 |
| Chemical Drum | 0.1 | 0.0 | 1.0 | 0.3 |
| Ammo Box | 9.8 | 7.0 | 14.0 | 1.8 |
| Cargo Container | 0.0 | 0.0 | 1.0 | 0.2 |
| Footlocker | 5.2 | 2.0 | 9.0 | 1.5 |
| Hidden Stash | 4.0 | 4.0 | 4.0 | 0.0 |
| Damaged Weapon Crate | 1.0 | 0.0 | 4.0 | 1.0 |
| Damaged Armor Crate | 0.6 | 0.0 | 3.0 | 0.8 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ZONE DISTRIBUTION | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| General | 32.0 | 28.0 | 37.0 | 2.2 |
| Residential | 0.0 | 0.0 | 0.0 | 0.0 |
| Industrial | 4.9 | 2.0 | 7.0 | 1.5 |
| Scientific | 0.0 | 0.0 | 0.0 | 0.0 |
| Military | 10.1 | 6.0 | 12.0 | 1.8 |
| Ruined | 0.0 | 0.0 | 0.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+--------+
| TIER DISTRIBUTION | Mean | Min | Max | StdDev | Pct |
+---------------------------+--------+--------+--------+--------+--------+
| Common | 28.9 | 23 | 33 | 2.3 | 61.5% |
| Uncommon | 10.7 | 6 | 16 | 2.3 | 22.8% |
| Rare | 5.9 | 3 | 10 | 1.9 | 12.5% |
| Epic | 1.6 | 0 | 4 | 1.2 | 3.3% |
+---------------------------+--------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+--------+
| PLACEMENT SOURCE | Mean | Min | Max | StdDev | Pct |
+---------------------------+--------+--------+--------+--------+--------+
| Indoor | 32.0 | 32 | 32 | 0.0 | 68.1% |
| Building Exterior | 11.0 | 11 | 11 | 0.0 | 23.4% |
| Outdoor Field | 0.0 | 0 | 1 | 0.1 | 0.0% |
| Hidden Stash | 4.0 | 4 | 4 | 0.0 | 8.5% |
| Filler | 0.0 | 0 | 0 | 0.0 | 0.0% |
+---------------------------+--------+--------+--------+--------+--------+
===================================================================
LOOT: CONTAINER PLACEMENT
===================================================================
+---------------------------+--------+--------+--------+--------+
| INDOOR / OUTDOOR SPLIT | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Indoor % | 68.1 | 66.7 | 68.1 | 0.2 |
| Indoor count | 32.0 | 32.0 | 32.0 | 0.0 |
| Outdoor count | 15.0 | 15.0 | 16.0 | 0.1 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| OUTDOOR → BUILDING DIST | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Average distance | 10.9 | 8.9 | 15.1 | 1.3 |
| Closest | 2.4 | 0.0 | 4.0 | 1.0 |
| Farthest | 42.3 | 26.0 | 72.0 | 10.0 |
| P25 | 3.9 | 3.0 | 5.0 | 0.5 |
| P50 (Median) | 4.7 | 4.0 | 5.0 | 0.5 |
| P75 | 12.8 | 10.0 | 22.5 | 2.7 |
| P90 | 28.8 | 20.0 | 44.8 | 5.4 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| DENSITY PER BUILDING | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Avg containers/building | 1.6 | 1.5 | 2.1 | 0.1 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CONTAINERS / ROOM KIND | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Entrance | 0.1 | 0.0 | 1.0 | 0.3 |
| OpenFloor | 5.0 | 5.0 | 5.0 | 0.0 |
| Room | 12.4 | 10.0 | 17.0 | 1.7 |
| Storage | 14.4 | 10.0 | 17.0 | 1.7 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| TIER INDOOR % | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Common | 77.4 | 67.7 | 95.7 | 5.1 |
| Uncommon | 56.2 | 33.3 | 100.0 | 13.5 |
| Rare | 60.7 | 11.1 | 100.0 | 20.8 |
| Epic | 12.8 | 0.0 | 100.0 | 26.8 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CONTAINER ACCESSIBILITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Spawn → nearest (min) | 25.6 | 4.5 | 37.5 | 10.0 |
| Spawn → nearest (avg) | 25.6 | 4.5 | 37.5 | 10.0 |
| Extract → nearest (min) | 27.8 | 10.1 | 44.7 | 8.6 |
| Extract → nearest (avg) | 27.8 | 10.1 | 44.7 | 8.6 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| HIDDEN STASH QUALITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Stash count | 4.0 | 4.0 | 4.0 | 0.0 |
| Min building dist | 20.2 | 15.0 | 40.0 | 4.8 |
| Avg building dist | 29.6 | 20.8 | 45.2 | 4.9 |
| Min inter-stash spacing | 47.6 | 15.0 | 147.0 | 29.3 |
| Avg inter-stash spacing | 111.5 | 59.2 | 167.0 | 22.0 |
+---------------------------+--------+--------+--------+--------+
===================================================================
LOOT: ITEMS & FILL RATES
===================================================================
+---------------------------+--------+--------+--------+--------+
| CONTAINER LOOT ITEMS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total items | 83.5 | 69.0 | 96.0 | 4.7 |
| Max frames/container | 0.7 | 0.0 | 1.0 | 0.5 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+
| AVG ITEMS / CTNR TYPE | Avg |
+---------------------------+--------+
| Filing Cabinet | 2.4 |
| Supply Crate | 2.2 |
| Weapon Locker | 2.3 |
| Medical Cabinet | 1.6 |
| Tool Box | 1.8 |
| Duffel Bag | 1.4 |
| Military Case | 2.2 |
| Chemical Drum | 1.8 |
| Ammo Box | 1.5 |
| Cargo Container | 3.5 |
| Footlocker | 1.7 |
| Hidden Stash | 1.3 |
| Damaged Weapon Crate | 1.6 |
| Damaged Armor Crate | 1.4 |
+---------------------------+--------+
+-------------------------------------+----------+
| CONTAINER SALVAGE | Avg/Map |
+-------------------------------------+----------+
| SalvageFriedCommLink | 3.3 |
| SalvageCrackedHeatLamp | 2.0 |
| SalvageChassis | 0.9 |
| SalvageMotor | 0.9 |
| SalvageElectronics | 0.9 |
| SalvageChemicalTank | 0.8 |
| SalvageRocketTube | 0.8 |
| SalvageHydraulicRam | 0.6 |
| SalvageOpticalBench | 0.6 |
| SalvageShieldFragment | 0.5 |
| SalvageTurretBasePlate | 0.5 |
| SalvageExoFrameRibs | 0.4 |
| SalvageStoveTop | 0.4 |
| SalvageTargetComputer | 0.3 |
| SalvageAlternator | 0.3 |
| SalvageCentrifuge | 0.3 |
| SalvageTurbineCore | 0.3 |
| SalvageMedicalTray | 0.3 |
| SalvageCryoFridgePanel | 0.2 |
| SalvageChemLabProcessor | 0.1 |
|-------------------------------------|----------|
| TOTAL | 14.3 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| CONTAINER FRAMES | Avg/Map |
+-------------------------------------+----------+
| FrameWeaponLight | 0.5 |
| FrameWeaponMed | 0.3 |
| BrokenFrame | 0.3 |
| FrameArmorHeavy | 0.2 |
| FrameArmorLight | 0.1 |
| FrameWeaponHeavy | 0.1 |
| FrameArmorMed | 0.0 |
|-------------------------------------|----------|
| TOTAL | 1.5 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| CONTAINER BLUEPRINTS | Avg/Map |
+-------------------------------------+----------+
| Blueprint: Bulwark Plate Schematics | 0.2 |
| Blueprint: Stinger Mk2 Schematics | 0.1 |
| Blueprint: Irradiated Heavy Ammo Schematics | 0.1 |
| Blueprint: Smoke Grenade Schematics | 0.1 |
| Blueprint: Vector Mk2 Schematics | 0.0 |
| Blueprint: Military Ordnance Schematics | 0.0 |
| Blueprint: Nomad Mk2 Schematics | 0.0 |
| Blueprint: Bulwark Mk2 Schematics | 0.0 |
| Blueprint: Breaker Mk2 Schematics | 0.0 |
| Blueprint: Vapor Mk2 Schematics | 0.0 |
| Blueprint: Viper Mk2 Schematics | 0.0 |
| Blueprint: Nomad Schematics | 0.0 |
| Blueprint: Vanguard Rig Schematics | 0.0 |
| Blueprint: Vapor Vest Schematics | 0.0 |
| Blueprint: Vanguard Mk2 Schematics | 0.0 |
| Blueprint: Thunderbolt Mk2 Schematics | 0.0 |
|-------------------------------------|----------|
| TOTAL | 0.8 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| ALL CONTAINER ITEMS | Avg/Map |
+-------------------------------------+----------+
| AmmoLightKinetic | 211.0 |
| AmmoMediumKinetic | 155.9 |
| AmmoHeavyKinetic | 49.4 |
| Scrap | 29.5 |
| CompFastener | 12.3 |
| CompWire | 7.2 |
| CompPolymer | 7.1 |
| AmmoLightSabot | 6.1 |
| Bandage | 6.1 |
| AmmoMediumSabot | 5.7 |
| MechanicalParts | 5.4 |
| CompPropellant | 5.0 |
| CompMetalPlate | 5.0 |
| Electronics | 4.3 |
| FabricPadding | 3.9 |
| SalvageFriedCommLink | 3.3 |
| GrenadeFrag | 2.1 |
| SalvageCrackedHeatLamp | 2.0 |
| PartLightWeapon | 2.0 |
| AmmoHeavySabot | 1.9 |
| AmmoMediumFrag | 1.9 |
| AmmoHeavyFrag | 1.8 |
| WeaponScrap | 1.6 |
| AmmoLightFrag | 1.5 |
| StimPack | 1.4 |
| GrenadeSmoke | 1.3 |
| PartMediumWeapon | 1.2 |
| AlloyPlating | 1.0 |
| SalvageChassis | 0.9 |
| PartHeavyWeapon | 0.9 |
| SalvageMotor | 0.9 |
| SalvageElectronics | 0.9 |
| SalvageChemicalTank | 0.8 |
| SalvageRocketTube | 0.8 |
| SalvageHydraulicRam | 0.6 |
| AmmoLightIrradiated | 0.6 |
| SalvageOpticalBench | 0.6 |
| SalvageShieldFragment | 0.5 |
| WeaponCleaningKit | 0.5 |
| FrameWeaponLight | 0.5 |
| SalvageTurretBasePlate | 0.5 |
| AmmoMediumIrradiated | 0.4 |
| SalvageExoFrameRibs | 0.4 |
| SalvageStoveTop | 0.4 |
| PowerCell | 0.3 |
| FrameWeaponMed | 0.3 |
| HeavyArmorParts | 0.3 |
| ModStabilizer | 0.3 |
| SalvageTargetComputer | 0.3 |
| MedicalSupplies | 0.3 |
| AmmoHeavyIrradiated | 0.3 |
| BrokenFrame | 0.3 |
| ModNoiseDampener | 0.3 |
| SalvageAlternator | 0.3 |
| SalvageCentrifuge | 0.3 |
| SalvageTurbineCore | 0.3 |
| SalvageMedicalTray | 0.3 |
| ModReflexSight | 0.3 |
| LightArmorParts | 0.2 |
| ModExtendedMag | 0.2 |
| SalvageCryoFridgePanel | 0.2 |
| Blueprint: Bulwark Plate Schematics | 0.2 |
| ArmorRepairKit | 0.2 |
| MediumArmorParts | 0.2 |
| ChemicalInjectors | 0.2 |
| FrameArmorHeavy | 0.2 |
| WeaponVector | 0.1 |
| WeaponNomad | 0.1 |
| FrameArmorLight | 0.1 |
| WeaponViper | 0.1 |
| SalvageChemLabProcessor | 0.1 |
| WeaponStinger | 0.1 |
| Blueprint: Stinger Mk2 Schematics | 0.1 |
| WeaponBreaker | 0.1 |
| Blueprint: Irradiated Heavy Ammo Schematics | 0.1 |
| FrameWeaponHeavy | 0.1 |
| Blueprint: Smoke Grenade Schematics | 0.1 |
| ModArmorPlate | 0.1 |
| Blueprint: Vector Mk2 Schematics | 0.0 |
| FrameArmorMed | 0.0 |
| Blueprint: Military Ordnance Schematics | 0.0 |
| Blueprint: Nomad Mk2 Schematics | 0.0 |
| WeaponThunderbolt | 0.0 |
| Blueprint: Bulwark Mk2 Schematics | 0.0 |
| ModCargoFrame | 0.0 |
| Blueprint: Breaker Mk2 Schematics | 0.0 |
| Blueprint: Vapor Mk2 Schematics | 0.0 |
| Blueprint: Viper Mk2 Schematics | 0.0 |
| Blueprint: Nomad Schematics | 0.0 |
| Blueprint: Vanguard Rig Schematics | 0.0 |
| Blueprint: Vapor Vest Schematics | 0.0 |
| Blueprint: Vanguard Mk2 Schematics | 0.0 |
| ArmorScrap | 0.0 |
| Blueprint: Thunderbolt Mk2 Schematics | 0.0 |
+-------------------------------------+----------+
+---------------------------+--------+--------+
| FILL RATE BY SIZE | Avg % | Count |
+---------------------------+--------+--------+
| Tiny (2-4) | 94.7% | 9 |
| Small (6-10) | 72.7% | 17 |
| Medium (12-16) | 52.3% | 15 |
| Large (21-35) | 67.4% | 4 |
+---------------------------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ENEMY LOOT ITEMS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total enemy items | 156.2 | 113.0 | 194.0 | 21.5 |
+---------------------------+--------+--------+--------+--------+
+-------------------------------------+----------+
| ENEMY SALVAGE | Avg/Map |
+-------------------------------------+----------+
| SalvageMotor | 0.8 |
| SalvageTargetComputer | 0.6 |
| SalvageOpticalBench | 0.3 |
| SalvageFriedCommLink | 0.2 |
|-------------------------------------|----------|
| TOTAL | 1.9 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| 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 | 55.0 |
| Scrap | 41.0 |
| AmmoMediumKinetic | 19.5 |
| AmmoHeavySabot | 7.4 |
| CompWire | 5.8 |
| Electronics | 5.5 |
| MechanicalParts | 3.5 |
| CompFastener | 3.5 |
| CompPolymer | 3.0 |
| AmmoLightSabot | 1.7 |
| ArmorScrap | 1.7 |
| AmmoMediumFrag | 0.9 |
| SalvageMotor | 0.8 |
| WeaponCleaningKit | 0.7 |
| Bandage | 0.7 |
| AmmoLightIrradiated | 0.7 |
| AmmoMediumSabot | 0.7 |
| SalvageTargetComputer | 0.6 |
| FabricPadding | 0.5 |
| WeaponScrap | 0.4 |
| MediumArmorParts | 0.4 |
| AmmoHeavyFrag | 0.4 |
| CompPropellant | 0.4 |
| MedicalSupplies | 0.3 |
| SalvageOpticalBench | 0.3 |
| SalvageFriedCommLink | 0.2 |
| LightArmorParts | 0.2 |
| ArmorRepairKit | 0.2 |
| AmmoMediumIrradiated | 0.1 |
| AmmoHeavyIrradiated | 0.1 |
+-------------------------------------+----------+
+---------------------------+----------+--------+
| COMBINED LOOT OVERVIEW | Avg/Map | Pct |
+---------------------------+----------+--------+
| Container loot items | 83.5 | 34.8% |
| Enemy loot items | 156.2 | 65.2% |
| TOTAL | 239.8 | 100.0% |
+---------------------------+----------+--------+
+-------------------------------------+----------+----------+----------+
| ITEM SOURCE BREAKDOWN | Cntnr | Enemy | Total |
+-------------------------------------+----------+----------+----------+
| AmmoLightKinetic | 211.0 | 55.0 | 266.0 |
| AmmoMediumKinetic | 155.9 | 19.5 | 175.5 |
| Scrap | 29.5 | 41.0 | 70.5 |
| AmmoHeavyKinetic | 49.4 | 0.0 | 49.4 |
| CompFastener | 12.3 | 3.5 | 15.8 |
| CompWire | 7.2 | 5.8 | 13.1 |
| CompPolymer | 7.1 | 3.0 | 10.1 |
| Electronics | 4.3 | 5.5 | 9.9 |
| AmmoHeavySabot | 1.9 | 7.4 | 9.2 |
| MechanicalParts | 5.4 | 3.5 | 8.9 |
| AmmoLightSabot | 6.1 | 1.7 | 7.8 |
| Bandage | 6.1 | 0.7 | 6.8 |
| AmmoMediumSabot | 5.7 | 0.7 | 6.3 |
| CompPropellant | 5.0 | 0.4 | 5.4 |
| CompMetalPlate | 5.0 | 0.0 | 5.0 |
| FabricPadding | 3.9 | 0.5 | 4.4 |
| SalvageFriedCommLink | 3.3 | 0.2 | 3.5 |
| AmmoMediumFrag | 1.9 | 0.9 | 2.8 |
| AmmoHeavyFrag | 1.8 | 0.4 | 2.2 |
| GrenadeFrag | 2.1 | 0.0 | 2.1 |
+-------------------------------------+----------+----------+----------+
===================================================================
COMBAT: ENEMIES & DENSITY
===================================================================
+---------------------------+--------+--------+--------+--------+
| ENEMY SPAWNS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total enemies | 19.4 | 12.0 | 23.0 | 2.8 |
| Soldier Basic Drone | 12.0 | 6.0 | 15.0 | 2.5 |
| Scout | 3.7 | 3.0 | 4.0 | 0.5 |
| Sniper | 2.0 | 2.0 | 2.0 | 0.0 |
| Soldier | 1.8 | 1.0 | 2.0 | 0.4 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| COMBAT DENSITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Enemies/1000 walkable | 0.6 | 0.4 | 0.7 | 0.1 |
| Groups/1000 walkable | 0.4 | 0.2 | 0.4 | 0.0 |
| Walkable ratio % | 88.4 | 87.3 | 89.5 | 0.5 |
| Encounter groups | 11.4 | 8.0 | 13.0 | 1.3 |
| Enemies/group | 1.7 | 1.4 | 1.8 | 0.1 |
| Indoor enemies | 8.2 | 5.0 | 13.0 | 2.1 |
| Outdoor enemies | 11.2 | 7.0 | 14.0 | 2.3 |
| Indoor % | 42.2 | 26.3 | 65.0 | 9.0 |
| Spawn min enemy dist | 28.0 | 26.9 | 28.3 | 0.6 |
| Extract min enemy dist | 28.0 | 28.0 | 28.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+
| ARCHETYPE MIX | Avg | Pct |
+---------------------------+--------+--------+
| Soldier Basic Drone | 12.0 | 61.7% |
| Scout | 3.7 | 18.8% |
| Sniper | 2.0 | 10.3% |
| Soldier | 1.8 | 9.2% |
+---------------------------+--------+--------+
+------------------+------+--------+------+--------+--------+--------+
| 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 | 0.7 | 0.4 | 0.9 | 0.1 |
| Total weight | 23.0 | 12.5 | 28.1 | 4.2 |
| Weight % walkable | 0.1 | 0.0 | 0.1 | 0.0 |
| Archetype entropy | 0.8 | 0.7 | 0.9 | 0.1 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| COVER & STRUCTURE | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Cover/1000 walkable | 45.9 | 41.5 | 49.5 | 1.7 |
| Chokepoint tiles | 125.3 | 90.0 | 182.0 | 16.5 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+
| ZONE RISK/REWARD | Threat | Loot | Ratio |
+---------------------------+--------+--------+--------+
| Outdoor | 12.6 | 23.4 | 0.62 |
| Industrial | 4.2 | 7.7 | 0.54 |
| Military | 4.5 | 30.4 | 0.14 |
| General | 1.7 | 52.6 | 0.03 |
+---------------------------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| LOOT SALIENCY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Guarded loot value | 75.8 | 43.0 | 122.0 | 17.5 |
| Unguarded loot value | 38.5 | 17.0 | 67.0 | 12.5 |
| Guarded % | 66.1 | 39.1 | 87.8 | 10.7 |
| Mean loot/threat | 11.5 | 6.9 | 19.5 | 2.8 |
| Min loot/threat | 0.0 | 0.0 | 0.0 | 0.0 |
| No-loot encounters | 1.8 | 1.0 | 4.0 | 0.6 |
| Containers/encounter | 5.1 | 3.8 | 6.6 | 0.5 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: PACING & PATHING
===================================================================
+---------------------------+--------+--------+--------+--------+
| ENCOUNTER PACING | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Spacing mean | 22.9 | 17.5 | 37.5 | 4.0 |
| Spacing min | 3.2 | 0.3 | 13.5 | 3.9 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CRITICAL PATH | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path length | 164.8 | 161.1 | 174.1 | 2.2 |
| Encounters on path | 0.9 | 0.0 | 4.0 | 0.9 |
| Path weight | 4.3 | 0.0 | 10.4 | 3.7 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| INTENSITY GRADIENT | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Ring 0 weight | 2.4 | 0.0 | 2.6 | 0.4 |
| Ring 1 weight | 0.5 | 0.0 | 0.9 | 0.3 |
| Ring 2 weight | 0.8 | 0.5 | 1.4 | 0.3 |
| Ring 3 weight | 0.5 | 0.1 | 1.2 | 0.4 |
| Ring 4 weight | 0.0 | 0.0 | 0.1 | 0.0 |
| Gradient ratio | 0.0 | 0.0 | 0.1 | 0.0 |
| Edge-heavy maps | 0.0% | | | |
| Center-heavy maps | 4.0% | | | |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CLUSTER METRICS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Cluster count | 8.4 | 7.0 | 9.0 | 0.7 |
| Max cluster weight | 7.6 | 5.7 | 10.4 | 1.9 |
| Megaclusters (>5.0w) | 2.3 | 1.0 | 3.0 | 0.6 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| RECOVERY WINDOWS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Window count | 1.7 | 1.0 | 3.0 | 0.5 |
| Mean window length | 110.3 | 57.0 | 166.7 | 40.5 |
| Min window length | 90.9 | 18.8 | 166.7 | 55.1 |
| Max window length | 130.0 | 99.4 | 166.7 | 25.9 |
| Path safe % | 98.7 | 91.0 | 100.0 | 2.2 |
| Mean gap between enc. | 106.0 | 53.5 | 166.7 | 44.7 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: ECONOMY & ATTRITION
===================================================================
+---------------------------+--------+--------+--------+--------+
| HP ATTRITION | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Est. HP loss on path | 54.6 | 0.0 | 236.7 | 52.6 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| MULTI-WEAPON ECONOMY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Breaker supply ratio | 1.4 | 1.1 | 2.2 | 0.2 |
| Breaker ammo cost | 40.7 | 25.0 | 48.0 | 5.9 |
| Vector supply ratio | 1.3 | 1.0 | 2.0 | 0.2 |
| Vector ammo cost | 122.0 | 75.0 | 144.0 | 17.8 |
| Stinger supply ratio | 2.0 | 1.6 | 3.0 | 0.3 |
| Stinger ammo cost | 67.5 | 43.0 | 79.0 | 9.2 |
| Breaker path delta % | 1003.0 | 50.0 | 2400.0 | 1050.8 |
| Vector path delta % | 4594.3 | 150.0 | 12000.0 | 5555.9 |
| Stinger path delta % | 4099.2 | 284.6 | 10000.0 | 4431.3 |
+---------------------------+--------+--------+--------+--------+
+------------------+-------+----------+------------------+
| ARCHETYPE AMMO | Count | MeanShot | Expected Drops |
+------------------+-------+----------+------------------+
| Soldier Basic Drone | 12 | 3.7 | none |
| Scout | 4 | 4.0 | Light:15.0 |
| Soldier | 2 | 5.7 | Medium:10.0 |
| Sniper | 2 | 4.0 | none |
+------------------+-------+----------+------------------+
+---------------------------+--------+--------+--------+--------+
| WEAPON SUSTAINABILITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Breaker total cost | 40.7 | 25.0 | 48.0 | 5.9 |
| Breaker kills/mag | 2.9 | 2.8 | 2.9 | 0.0 |
| Breaker kills/reserve | 11.5 | 11.3 | 11.7 | 0.1 |
| Breaker net ammo/kill | -2.1 | -2.1 | -2.1 | 0.0 |
| Vector total cost | 122.0 | 75.0 | 144.0 | 17.8 |
| Vector kills/mag | 4.8 | 4.7 | 4.9 | 0.0 |
| Vector kills/reserve | 19.1 | 18.8 | 19.5 | 0.2 |
| Vector net ammo/kill | -5.4 | -5.6 | -5.1 | 0.1 |
| Stinger total cost | 67.5 | 43.0 | 79.0 | 9.2 |
| Stinger kills/mag | 7.2 | 6.9 | 7.4 | 0.1 |
| Stinger kills/reserve | 28.7 | 27.7 | 29.5 | 0.5 |
| Stinger net ammo/kill | -0.6 | -1.4 | 1.0 | 0.5 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: TACTICAL ANALYSIS
===================================================================
+---------------------------+--------+--------+--------+--------+
| TACTICAL STRESS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path friction (w/100t) | 1.3 | 0.0 | 5.2 | 1.7 |
| Lethal groups | 4.0 | 2.0 | 5.0 | 0.8 |
| Harassment groups | 5.7 | 5.0 | 6.0 | 0.5 |
| Shield gate crack % | 34.7 | 22.2 | 41.7 | 5.0 |
| Cover safety (mean) | 78.1 | 5.0 | 207.7 | 69.3 |
| Cover safety (min) | 2.1 | 0.0 | 16.7 | 4.0 |
| Exposed encounters | 0.7 | 0.0 | 1.0 | 0.5 |
| Ammo delta % (Breaker) | 24.1 | -100.0 | 185.3 | 65.3 |
| Ammo delta % (Vector) | 46.8 | -51.4 | 162.0 | 45.4 |
| Ammo delta % (Stinger) | 300.3 | 104.0 | 642.6 | 108.5 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ENGAGEMENT RANGE | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Mean range | 23.0 | 0.0 | 120.9 | 30.0 |
| Min range | 21.1 | 0.0 | 120.9 | 29.7 |
| Max range | 25.0 | 0.0 | 120.9 | 31.7 |
| Melee % | 63.0 | 0.0 | 100.0 | 47.8 |
| Short range % | 1.0 | 0.0 | 50.0 | 7.0 |
| Medium range % | 0.0 | 0.0 | 0.0 | 0.0 |
| Long range % | 0.0 | 0.0 | 0.0 | 0.0 |
| Total encounters | 0.9 | 0.0 | 4.0 | 0.9 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| PLAYER AGENCY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path Redundancy (Ratio) | 1.0 | 1.0 | 1.1 | 0.0 |
| Active Combat Time % | 11.6 | 0.0 | 34.8 | 9.8 |
| Commitment Depth (Median) | 2.8 | 0.0 | 10.0 | 2.8 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| 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. % | 3.3 | 0.0 | 14.3 | 5.3 |
| High Risk/No Reward | 1.7 | 0.0 | 3.0 | 1.0 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: VISIBILITY & GEOGRAPHY
===================================================================
+---------------------------+--------+--------+--------+--------+
| VISIBILITY & GEOGRAPHY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Mean Sightline (Tiles) | 128.6 | 121.5 | 139.8 | 4.1 |
| Sightline P90 (Tiles) | 174.2 | 165.5 | 182.4 | 3.7 |
| Immediate Cover % (<2t) | 15.8 | 14.5 | 17.3 | 0.5 |
| Tactical Cover % (<5t) | 38.1 | 34.8 | 42.0 | 1.6 |
| Cover Desert % (>10t) | 28.7 | 22.7 | 34.5 | 2.8 |
| Cover Asymmetry | 0.5 | 0.0 | 0.9 | 0.4 |
| Extraction Eccentricity | 0.9 | 0.8 | 0.9 | 0.0 |
| Extract P90 Distance | 191.0 | 185.7 | 198.8 | 3.0 |
| On-Path Loot Density | 0.0 | 0.0 | 0.0 | 0.0 |
| Detour Incentive Ratio | 2.2 | 0.3 | 5.3 | 1.3 |
| Occlusion Ratio | 0.1 | 0.1 | 0.1 | 0.0 |
+---------------------------+--------+--------+--------+--------+
===================================================================
VALIDATION
===================================================================
+-----------------------------------+--------+-------------------+
| VALIDATION | Result | Actual Range |
+-----------------------------------+--------+-------------------+
| Has extraction points | [PASS] | min=1 |
| Has player spawns | [PASS] | min=1 |
| Walkable ratio 25-75% | [FAIL] | 87-89% |
| Containers 20-80 | [PASS] | 47-48 |
| 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] | 0.4-0.7 |
| Spawn safety >= 30 tiles | [FAIL] | min=27 |
| Extract guarded <= 30 | [PASS] | max=28 |
| Enemy count CoV < 0.25 | [PASS] | CoV=0.146 |
+-----------------------------------+--------+-------------------+
Outlier seeds (enemy count >2 stddev from mean):
Seed 63: 13 enemies, 47 containers
Seed 69: 13 enemies, 47 containers
Seed 87: 12 enemies, 47 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_General | [PASS] | 50/50 ([PASS]) |
| zone_area_max_General | [PASS] | 50/50 ([PASS]) |
| zone_area_min_Military | [FAIL] | 0/50 ([FAIL]) |
| zone_area_max_Military | [PASS] | 50/50 ([PASS]) |
| zone_area_min_Industrial | [FAIL] | 0/50 ([FAIL]) |
| zone_area_max_Industrial | [PASS] | 50/50 ([PASS]) |
| zone_risk_reward_Outdoor | [PASS] | 50/50 ([PASS]) |
| zone_risk_reward_Industrial | [FAIL] | 43/50 ([FAIL]) |
| zone_risk_reward_Military | [FAIL] | 15/50 ([FAIL]) |
| zone_risk_reward_General | [FAIL] | 0/50 ([FAIL]) |
| path_friction | [FAIL] | 21/50 ([FAIL]) |
| lethal_ratio | [PASS] | 50/50 ([PASS]) |
| ammo_sustainability | [PASS] | 50/50 ([PASS]) |
| cover_safety | [FAIL] | 16/50 ([FAIL]) |
+-----------------------------------+--------+-------------------+
Determinism check...
[PASS] Same seed (42) produces identical output
+=================================================================+
| END OF REPORT |
+=================================================================+