+=================================================================+
| 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: IntroSettlement | Base seed: 42 | Seeds: 42..91
===================================================================
MAP STRUCTURE
===================================================================
+---------------------------+--------+--------+--------+--------+
| BUILDING & MAP QUALITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Buildings | 1.1 | 1.0 | 2.0 | 0.3 |
| Rooms | 9.2 | 9.0 | 11.0 | 0.5 |
| Walkable tiles | 10616.3 | 8819.0 | 12752.0 | 815.6 |
| Walkable % | 64.8 | 53.8 | 77.8 | 5.0 |
| Building footprint % | 14.0 | 13.9 | 14.3 | 0.1 |
| Extraction points | 1.0 | 1.0 | 1.0 | 0.0 |
| Player spawns | 1.0 | 1.0 | 1.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+
| ROOM TYPE | Avg |
+---------------------------+--------+
| Room | 6.7 |
| Hall | 2.4 |
| Entrance | 0.0 |
+---------------------------+--------+
+---------------------------+----------+--------+--------+--------+
| FLOOR TYPE | Avg | Pct | Min% | Max% |
+---------------------------+----------+--------+--------+--------+
| Dirt | 8345 | 50.9% | 37.7% | 60.6% |
| Grass | 4589 | 28.0% | 19.8% | 39.6% |
| Stone | 2052 | 12.5% | 12.5% | 12.5% |
| Rubble | 1126 | 6.9% | 4.8% | 8.4% |
| Concrete | 264 | 1.6% | 1.3% | 2.0% |
| (+1 types < 0.1%) | | | | |
+---------------------------+----------+--------+--------+--------+
+---------------------------+----------+--------+
| VOLUME TYPE (non-Empty) | Avg | Pct |
+---------------------------+----------+--------+
| Mountain | 5053 | 30.8% |
| StoneWall | 508 | 3.1% |
| TallGrass | 391 | 2.4% |
| Rock | 118 | 0.7% |
| Door | 27 | 0.2% |
| Window | 24 | 0.1% |
| BuildingWall | 15 | 0.1% |
| StorageBarrel | 12 | 0.1% |
| RuinWall | 5 | 0.0% |
| Blockade | 4 | 0.0% |
| WoodWall | 3 | 0.0% |
| Empty (open floor) | 10224 | 62.4% |
+---------------------------+----------+--------+
+---------------------------+----------+--------+
| ELEVATION | Avg | Pct |
+---------------------------+----------+--------+
| Low | 6997 | 42.7% |
| Ground | 2004 | 12.2% |
| High | 2223 | 13.6% |
| Sky | 5160 | 31.5% |
+---------------------------+----------+--------+
===================================================================
LOOT: CONTAINERS
===================================================================
+---------------------------+--------+--------+--------+--------+
| CONTAINER SUMMARY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total containers | 20.2 | 18.0 | 23.0 | 1.3 |
| Indoor | 13.3 | 11.0 | 16.0 | 1.1 |
| Building Exterior | 2.1 | 1.0 | 3.0 | 0.8 |
| Outdoor Field | 0.8 | 0.0 | 2.0 | 0.6 |
| 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 | 6.8 | 3.0 | 13.0 | 2.2 |
| Mean cluster size | 1.9 | 1.4 | 2.3 | 0.2 |
| Hotspots (>=4) | 1.4 | 0.0 | 3.0 | 0.6 |
| Mean nearest-neighbor | 10.9 | 7.1 | 14.6 | 1.7 |
+---------------------------+--------+--------+--------+--------+
(Clustering radius: 5 tiles Chebyshev distance)
+---------------------------+--------+--------+--------+--------+
| CONTAINER TYPE | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Filing Cabinet | 0.2 | 0.0 | 2.0 | 0.4 |
| Supply Crate | 5.6 | 3.0 | 8.0 | 1.6 |
| Weapon Locker | 1.0 | 1.0 | 1.0 | 0.0 |
| Medical Cabinet | 0.1 | 0.0 | 1.0 | 0.2 |
| Tool Box | 4.7 | 2.0 | 8.0 | 1.3 |
| Duffel Bag | 0.2 | 0.0 | 2.0 | 0.4 |
| Chemical Drum | 1.3 | 1.0 | 3.0 | 0.5 |
| Ammo Box | 1.5 | 0.0 | 3.0 | 0.9 |
| Electronics Panel | 0.1 | 0.0 | 1.0 | 0.3 |
| Cargo Container | 1.1 | 1.0 | 2.0 | 0.3 |
| Footlocker | 0.1 | 0.0 | 1.0 | 0.3 |
| Hidden Stash | 4.0 | 4.0 | 4.0 | 0.0 |
| Damaged Weapon Crate | 0.2 | 0.0 | 1.0 | 0.4 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ZONE DISTRIBUTION | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| General | 4.8 | 4.0 | 6.0 | 0.6 |
| Residential | 0.1 | 0.0 | 2.0 | 0.4 |
| Industrial | 15.3 | 13.0 | 18.0 | 1.1 |
| 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 | 8.8 | 6 | 12 | 1.5 | 43.7% |
| Uncommon | 8.5 | 6 | 11 | 1.3 | 41.8% |
| Rare | 2.4 | 1 | 5 | 1.0 | 11.7% |
| Epic | 0.6 | 0 | 2 | 0.7 | 2.9% |
+---------------------------+--------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+--------+
| PLACEMENT SOURCE | Mean | Min | Max | StdDev | Pct |
+---------------------------+--------+--------+--------+--------+--------+
| Indoor | 13.3 | 11 | 16 | 1.1 | 65.9% |
| Building Exterior | 2.1 | 1 | 3 | 0.8 | 10.4% |
| Outdoor Field | 0.8 | 0 | 2 | 0.6 | 4.0% |
| Hidden Stash | 4.0 | 4 | 4 | 0.0 | 19.8% |
| Filler | 0.0 | 0 | 0 | 0.0 | 0.0% |
+---------------------------+--------+--------+--------+--------+--------+
===================================================================
LOOT: CONTAINER PLACEMENT
===================================================================
+---------------------------+--------+--------+--------+--------+
| INDOOR / OUTDOOR SPLIT | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Indoor % | 66.0 | 55.0 | 76.2 | 4.6 |
| Indoor count | 13.3 | 11.0 | 16.0 | 1.1 |
| Outdoor count | 6.9 | 5.0 | 9.0 | 1.1 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| OUTDOOR → BUILDING DIST | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Average distance | 34.6 | 22.1 | 49.4 | 6.4 |
| Closest | 3.5 | 1.0 | 5.0 | 0.8 |
| Farthest | 60.5 | 43.0 | 72.0 | 6.2 |
| P25 | 16.7 | 4.0 | 50.0 | 13.4 |
| P50 (Median) | 39.6 | 15.0 | 62.0 | 11.9 |
| P75 | 52.6 | 38.0 | 65.0 | 6.2 |
| P90 | 57.4 | 42.6 | 68.0 | 5.6 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| DENSITY PER BUILDING | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Avg containers/building | 12.5 | 6.5 | 16.0 | 2.4 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CONTAINERS / ROOM KIND | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Hall | 13.3 | 11.0 | 16.0 | 1.1 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| TIER INDOOR % | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Common | 78.8 | 50.0 | 100.0 | 11.4 |
| Uncommon | 65.7 | 45.5 | 100.0 | 10.6 |
| Rare | 52.7 | 20.0 | 100.0 | 26.7 |
| Epic | 0.0 | 0.0 | 0.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CONTAINER ACCESSIBILITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Spawn → nearest (min) | 17.4 | 6.0 | 56.2 | 8.9 |
| Spawn → nearest (avg) | 17.4 | 6.0 | 56.2 | 8.9 |
| Extract → nearest (min) | 12.9 | 0.7 | 55.8 | 11.9 |
| Extract → nearest (avg) | 12.9 | 0.7 | 55.8 | 11.9 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| HIDDEN STASH QUALITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Stash count | 4.0 | 4.0 | 4.0 | 0.0 |
| Min building dist | 32.6 | 15.0 | 57.0 | 12.6 |
| Avg building dist | 49.2 | 35.0 | 63.2 | 6.4 |
| Min inter-stash spacing | 22.6 | 15.0 | 52.0 | 7.3 |
| Avg inter-stash spacing | 58.1 | 28.2 | 80.3 | 13.7 |
+---------------------------+--------+--------+--------+--------+
===================================================================
LOOT: ITEMS & FILL RATES
===================================================================
+---------------------------+--------+--------+--------+--------+
| CONTAINER LOOT ITEMS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total items | 39.9 | 31.0 | 49.0 | 3.9 |
| Max frames/container | 0.5 | 0.0 | 1.0 | 0.5 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+
| AVG ITEMS / CTNR TYPE | Avg |
+---------------------------+--------+
| Filing Cabinet | 2.5 |
| Supply Crate | 2.3 |
| Weapon Locker | 2.4 |
| Medical Cabinet | 2.0 |
| Tool Box | 1.9 |
| Duffel Bag | 1.3 |
| Chemical Drum | 1.7 |
| Ammo Box | 1.5 |
| Electronics Panel | 1.6 |
| Cargo Container | 3.7 |
| Footlocker | 1.4 |
| Hidden Stash | 1.3 |
| Damaged Weapon Crate | 1.5 |
+---------------------------+--------+
+-------------------------------------+----------+
| CONTAINER SALVAGE | Avg/Map |
+-------------------------------------+----------+
| SalvageHydraulicRam | 0.9 |
| SalvageCrackedHeatLamp | 0.8 |
| SalvageMotor | 0.8 |
| SalvageExoFrameRibs | 0.7 |
| SalvageAlternator | 0.7 |
| SalvageFriedCommLink | 0.6 |
| SalvageRocketTube | 0.6 |
| SalvageChassis | 0.6 |
| SalvageOpticalBench | 0.5 |
| SalvageTurbineCore | 0.5 |
| SalvageChemicalTank | 0.4 |
| SalvageElectronics | 0.3 |
| SalvageCentrifuge | 0.3 |
| SalvageStoveTop | 0.2 |
| SalvageMedicalTray | 0.2 |
| SalvageCryoFridgePanel | 0.2 |
| SalvageTurretBasePlate | 0.0 |
| SalvageTargetComputer | 0.0 |
|-------------------------------------|----------|
| TOTAL | 8.4 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| CONTAINER FRAMES | Avg/Map |
+-------------------------------------+----------+
| FrameWeaponLight | 0.3 |
| BrokenFrame | 0.2 |
| FrameArmorLight | 0.1 |
| FrameWeaponMed | 0.1 |
|-------------------------------------|----------|
| TOTAL | 0.7 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| CONTAINER BLUEPRINTS | Avg/Map |
+-------------------------------------+----------+
| Blueprint: Nomad Schematics | 0.0 |
| Blueprint: Vanguard Rig Schematics | 0.0 |
| Blueprint: Nomad Mk2 Schematics | 0.0 |
| Blueprint: Bulwark Plate Schematics | 0.0 |
|-------------------------------------|----------|
| TOTAL | 0.1 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| ALL CONTAINER ITEMS | Avg/Map |
+-------------------------------------+----------+
| AmmoLightKinetic | 56.7 |
| AmmoMediumKinetic | 34.7 |
| Scrap | 16.8 |
| AmmoHeavyKinetic | 15.4 |
| CompFastener | 6.5 |
| MechanicalParts | 6.2 |
| CompPolymer | 3.8 |
| CompMetalPlate | 3.8 |
| CompPropellant | 3.4 |
| AmmoLightSabot | 3.0 |
| AmmoMediumSabot | 2.5 |
| Bandage | 2.0 |
| AmmoHeavySabot | 1.9 |
| CompWire | 1.7 |
| FabricPadding | 1.4 |
| AlloyPlating | 1.3 |
| AmmoMediumFrag | 1.2 |
| AmmoLightFrag | 1.0 |
| WeaponScrap | 1.0 |
| PartLightWeapon | 0.9 |
| SalvageHydraulicRam | 0.9 |
| AmmoHeavyFrag | 0.9 |
| SalvageCrackedHeatLamp | 0.8 |
| SalvageMotor | 0.8 |
| GrenadeFrag | 0.8 |
| SalvageExoFrameRibs | 0.7 |
| Chemicals | 0.7 |
| SalvageAlternator | 0.7 |
| PartHeavyWeapon | 0.6 |
| AmmoLightIrradiated | 0.6 |
| Electronics | 0.6 |
| SalvageFriedCommLink | 0.6 |
| PartMediumWeapon | 0.6 |
| SalvageRocketTube | 0.6 |
| SalvageChassis | 0.6 |
| SalvageOpticalBench | 0.5 |
| StimPack | 0.5 |
| SalvageTurbineCore | 0.5 |
| GrenadeSmoke | 0.4 |
| SalvageChemicalTank | 0.4 |
| PowerCell | 0.4 |
| SalvageElectronics | 0.3 |
| FrameWeaponLight | 0.3 |
| SalvageCentrifuge | 0.3 |
| AmmoMediumIrradiated | 0.3 |
| SalvageStoveTop | 0.2 |
| SalvageMedicalTray | 0.2 |
| BrokenFrame | 0.2 |
| SalvageCryoFridgePanel | 0.2 |
| ModNoiseDampener | 0.2 |
| WeaponCleaningKit | 0.2 |
| ArmorRepairKit | 0.2 |
| ModExtendedMag | 0.2 |
| AmmoHeavyIrradiated | 0.1 |
| ArmorScrap | 0.1 |
| FrameArmorLight | 0.1 |
| ModReflexSight | 0.1 |
| FrameWeaponMed | 0.1 |
| WeaponViper | 0.1 |
| ModArmorPlate | 0.0 |
| Blueprint: Nomad Schematics | 0.0 |
| WeaponStinger | 0.0 |
| ModStabilizer | 0.0 |
| Blueprint: Vanguard Rig Schematics | 0.0 |
| MedicalSupplies | 0.0 |
| ChemicalInjectors | 0.0 |
| SalvageTurretBasePlate | 0.0 |
| Blueprint: Nomad Mk2 Schematics | 0.0 |
| SalvageTargetComputer | 0.0 |
| Blueprint: Bulwark Plate Schematics | 0.0 |
+-------------------------------------+----------+
+---------------------------+--------+--------+
| FILL RATE BY SIZE | Avg % | Count |
+---------------------------+--------+--------+
| Tiny (2-4) | 92.8% | 1 |
| Small (6-10) | 59.0% | 5 |
| Medium (12-16) | 54.8% | 10 |
| Large (21-35) | 57.0% | 2 |
+---------------------------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ENEMY LOOT ITEMS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total enemy items | 218.5 | 172.0 | 283.0 | 24.8 |
+---------------------------+--------+--------+--------+--------+
+-------------------------------------+----------+
| ENEMY SALVAGE | Avg/Map |
+-------------------------------------+----------+
| SalvageFriedCommLink | 0.8 |
| SalvageMotor | 0.5 |
|-------------------------------------|----------|
| TOTAL | 1.3 |
+-------------------------------------+----------+
+-------------------------------------+----------+
| 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 | 128.1 |
| AmmoMediumKinetic | 46.8 |
| Scrap | 15.1 |
| AmmoLightSabot | 6.1 |
| AmmoMediumSabot | 3.3 |
| CompPolymer | 3.0 |
| AmmoLightIrradiated | 2.4 |
| Electronics | 1.8 |
| AmmoMediumFrag | 1.6 |
| WeaponScrap | 1.3 |
| LightArmorParts | 1.1 |
| CompPropellant | 1.0 |
| MediumArmorParts | 1.0 |
| FabricPadding | 0.9 |
| ArmorScrap | 0.8 |
| Bandage | 0.8 |
| SalvageFriedCommLink | 0.8 |
| MedicalSupplies | 0.6 |
| AmmoMediumIrradiated | 0.6 |
| SalvageMotor | 0.5 |
| ArmorRepairKit | 0.4 |
| WeaponCleaningKit | 0.3 |
+-------------------------------------+----------+
+---------------------------+----------+--------+
| COMBINED LOOT OVERVIEW | Avg/Map | Pct |
+---------------------------+----------+--------+
| Container loot items | 39.9 | 15.4% |
| Enemy loot items | 218.5 | 84.6% |
| TOTAL | 258.3 | 100.0% |
+---------------------------+----------+--------+
+-------------------------------------+----------+----------+----------+
| ITEM SOURCE BREAKDOWN | Cntnr | Enemy | Total |
+-------------------------------------+----------+----------+----------+
| AmmoLightKinetic | 56.7 | 128.1 | 184.9 |
| AmmoMediumKinetic | 34.7 | 46.8 | 81.5 |
| Scrap | 16.8 | 15.1 | 31.9 |
| AmmoHeavyKinetic | 15.4 | 0.0 | 15.4 |
| AmmoLightSabot | 3.0 | 6.1 | 9.1 |
| CompPolymer | 3.8 | 3.0 | 6.8 |
| CompFastener | 6.5 | 0.0 | 6.5 |
| MechanicalParts | 6.2 | 0.0 | 6.2 |
| AmmoMediumSabot | 2.5 | 3.3 | 5.8 |
| CompPropellant | 3.4 | 1.0 | 4.4 |
| CompMetalPlate | 3.8 | 0.0 | 3.8 |
| AmmoLightIrradiated | 0.6 | 2.4 | 3.0 |
| AmmoMediumFrag | 1.2 | 1.6 | 2.8 |
| Bandage | 2.0 | 0.8 | 2.8 |
| Electronics | 0.6 | 1.8 | 2.4 |
| WeaponScrap | 1.0 | 1.3 | 2.3 |
| FabricPadding | 1.4 | 0.9 | 2.2 |
| AmmoHeavySabot | 1.9 | 0.0 | 1.9 |
| CompWire | 1.7 | 0.0 | 1.7 |
| SalvageFriedCommLink | 0.6 | 0.8 | 1.4 |
+-------------------------------------+----------+----------+----------+
===================================================================
COMBAT: ENEMIES & DENSITY
===================================================================
+---------------------------+--------+--------+--------+--------+
| ENEMY SPAWNS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total enemies | 12.7 | 10.0 | 15.0 | 1.2 |
| Scout | 8.5 | 7.0 | 10.0 | 0.9 |
| Soldier | 4.2 | 3.0 | 6.0 | 0.8 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| COMBAT DENSITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Enemies/1000 walkable | 1.2 | 0.9 | 1.5 | 0.1 |
| Groups/1000 walkable | 1.1 | 0.8 | 1.4 | 0.1 |
| Walkable ratio % | 64.8 | 53.8 | 77.8 | 5.0 |
| Encounter groups | 11.7 | 9.0 | 14.0 | 1.2 |
| Enemies/group | 1.1 | 1.1 | 1.1 | 0.0 |
| Indoor enemies | 6.9 | 6.0 | 9.0 | 0.8 |
| Outdoor enemies | 5.8 | 4.0 | 8.0 | 0.9 |
| Indoor % | 54.2 | 46.2 | 69.2 | 4.9 |
| Spawn min enemy dist | 44.1 | 27.7 | 63.3 | 9.6 |
| Extract min enemy dist | 7.1 | 2.2 | 9.6 | 1.5 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+
| ARCHETYPE MIX | Avg | Pct |
+---------------------------+--------+--------+
| Scout | 8.5 | 66.8% |
| Soldier | 4.2 | 33.2% |
+---------------------------+--------+--------+
+------------------+------+--------+------+--------+--------+--------+
| 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 | 0.8 | 0.5 | 1.0 | 0.1 |
| Total weight | 8.3 | 6.4 | 10.3 | 0.9 |
| Weight % walkable | 0.1 | 0.1 | 0.1 | 0.0 |
| Archetype entropy | 0.9 | 0.8 | 1.0 | 0.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| COVER & STRUCTURE | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Cover/1000 walkable | 108.7 | 88.5 | 136.6 | 10.8 |
| Chokepoint tiles | 37.1 | 28.0 | 46.0 | 4.6 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+
| ZONE RISK/REWARD | Threat | Loot | Ratio |
+---------------------------+--------+--------+--------+
| Industrial | 5.1 | 31.3 | 0.16 |
| Outdoor | 3.2 | 21.2 | 0.17 |
| Residential | 0.3 | 3.3 | 0.15 |
+---------------------------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| LOOT SALIENCY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Guarded loot value | 38.0 | 27.5 | 67.0 | 8.3 |
| Unguarded loot value | 14.8 | 1.0 | 38.5 | 8.7 |
| Guarded % | 72.6 | 46.9 | 98.3 | 12.6 |
| Mean loot/threat | 16.0 | 10.7 | 24.1 | 2.9 |
| Min loot/threat | 0.2 | 0.0 | 5.2 | 0.8 |
| No-loot encounters | 2.3 | 0.0 | 7.0 | 1.6 |
| Containers/encounter | 4.7 | 3.2 | 6.3 | 0.6 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: PACING & PATHING
===================================================================
+---------------------------+--------+--------+--------+--------+
| ENCOUNTER PACING | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Spacing mean | 13.1 | 9.9 | 19.1 | 2.0 |
| Spacing min | 6.0 | 0.0 | 10.2 | 2.2 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CRITICAL PATH | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path length | 76.3 | 67.7 | 96.9 | 7.4 |
| Encounters on path | 3.7 | 2.0 | 6.0 | 1.0 |
| Path weight | 2.0 | 1.0 | 3.4 | 0.6 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| INTENSITY GRADIENT | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Ring 0 weight | 0.5 | 0.0 | 3.0 | 0.6 |
| Ring 1 weight | 0.8 | 0.0 | 2.4 | 0.5 |
| Ring 2 weight | 1.0 | 0.4 | 2.0 | 0.4 |
| Ring 3 weight | 0.6 | 0.0 | 1.4 | 0.4 |
| Ring 4 weight | 0.1 | 0.0 | 3.0 | 0.4 |
| Gradient ratio | 0.1 | 0.0 | 3.1 | 0.4 |
| Edge-heavy maps | 0.0% | | | |
| Center-heavy maps | 0.0% | | | |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| CLUSTER METRICS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Cluster count | 5.9 | 3.0 | 8.0 | 1.4 |
| Max cluster weight | 4.1 | 2.5 | 6.9 | 1.1 |
| Megaclusters (>5.0w) | 0.3 | 0.0 | 1.0 | 0.4 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| RECOVERY WINDOWS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Window count | 1.6 | 1.0 | 3.0 | 0.6 |
| Mean window length | 36.2 | 17.8 | 71.9 | 12.9 |
| Min window length | 32.3 | 15.0 | 71.9 | 16.0 |
| Max window length | 40.2 | 20.7 | 71.9 | 11.5 |
| Path safe % | 67.7 | 39.4 | 95.8 | 13.1 |
| Mean gap between enc. | 16.8 | 10.6 | 25.9 | 3.9 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: ECONOMY & ATTRITION
===================================================================
+---------------------------+--------+--------+--------+--------+
| HP ATTRITION | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Est. HP loss on path | 84.7 | 42.1 | 140.4 | 22.7 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| MULTI-WEAPON ECONOMY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Breaker supply ratio | 1.8 | 1.5 | 2.3 | 0.2 |
| Breaker ammo cost | 29.7 | 23.0 | 36.0 | 2.9 |
| Vector supply ratio | 1.7 | 1.4 | 2.2 | 0.2 |
| Vector ammo cost | 89.0 | 69.0 | 108.0 | 8.7 |
| Stinger supply ratio | 2.4 | 2.0 | 3.0 | 0.2 |
| Stinger ammo cost | 55.1 | 43.0 | 66.0 | 5.2 |
| Breaker path delta % | 231.6 | 84.6 | 500.0 | 97.5 |
| Vector path delta % | 452.6 | 207.7 | 900.0 | 162.4 |
| Stinger path delta % | 603.3 | 300.0 | 1150.0 | 198.4 |
+---------------------------+--------+--------+--------+--------+
+------------------+-------+----------+------------------+
| ARCHETYPE AMMO | Count | MeanShot | Expected Drops |
+------------------+-------+----------+------------------+
| Scout | 8 | 4.0 | Light:15.0 |
| Soldier | 4 | 5.7 | Medium:10.0 |
+------------------+-------+----------+------------------+
+---------------------------+--------+--------+--------+--------+
| WEAPON SUSTAINABILITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Breaker total cost | 29.7 | 23.0 | 36.0 | 2.9 |
| Breaker kills/mag | 2.6 | 2.5 | 2.7 | 0.1 |
| Breaker kills/reserve | 10.3 | 9.9 | 10.8 | 0.2 |
| Breaker net ammo/kill | -2.3 | -2.4 | -2.2 | 0.0 |
| Vector total cost | 89.0 | 69.0 | 108.0 | 8.7 |
| Vector kills/mag | 4.3 | 4.1 | 4.5 | 0.1 |
| Vector kills/reserve | 17.2 | 16.6 | 17.9 | 0.3 |
| Vector net ammo/kill | -3.7 | -4.4 | -3.1 | 0.3 |
| Stinger total cost | 55.1 | 43.0 | 66.0 | 5.2 |
| Stinger kills/mag | 5.8 | 5.7 | 5.9 | 0.1 |
| Stinger kills/reserve | 23.1 | 22.6 | 23.6 | 0.2 |
| Stinger net ammo/kill | 5.7 | 4.3 | 7.3 | 0.7 |
+---------------------------+--------+--------+--------+--------+
===================================================================
COMBAT: TACTICAL ANALYSIS
===================================================================
+---------------------------+--------+--------+--------+--------+
| TACTICAL STRESS | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path friction (w/100t) | 2.0 | 0.6 | 3.7 | 0.6 |
| Lethal groups | 0.0 | 0.0 | 0.0 | 0.0 |
| Harassment groups | 8.5 | 7.0 | 10.0 | 0.9 |
| 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) | -48.0 | -100.0 | 134.5 | 47.2 |
| Ammo delta % (Vector) | -8.7 | -73.6 | 112.2 | 42.4 |
| Ammo delta % (Stinger) | 238.6 | 103.3 | 476.9 | 88.5 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ENGAGEMENT RANGE | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Mean range | 25.3 | 16.0 | 56.3 | 8.3 |
| Min range | 17.4 | 15.1 | 33.8 | 3.3 |
| Max range | 34.9 | 16.4 | 74.0 | 13.9 |
| Melee % | 0.0 | 0.0 | 0.0 | 0.0 |
| Short range % | 90.7 | 66.7 | 100.0 | 12.5 |
| Medium range % | 9.3 | 0.0 | 33.3 | 12.5 |
| Long range % | 0.0 | 0.0 | 0.0 | 0.0 |
| Total encounters | 3.7 | 2.0 | 6.0 | 1.0 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| PLAYER AGENCY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path Redundancy (Ratio) | 1.1 | 0.8 | 1.4 | 0.1 |
| Active Combat Time % | 49.8 | 36.6 | 64.2 | 6.5 |
| Commitment Depth (Median) | 3.8 | 1.0 | 8.5 | 1.5 |
+---------------------------+--------+--------+--------+--------+
+---------------------------+--------+--------+--------+--------+
| ENCOUNTER QUALITY | Mean | Min | Max | StdDev |
+---------------------------+--------+--------+--------+--------+
| Extraction Weight (@20t) | 1.6 | 1.0 | 2.9 | 0.5 |
| Extraction LOS Enemies | 2.5 | 1.0 | 4.0 | 0.8 |
| 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) | 51.5 | 42.2 | 60.9 | 3.5 |
| Sightline P90 (Tiles) | 82.0 | 65.1 | 94.0 | 6.5 |
| Immediate Cover % (<2t) | 45.8 | 41.2 | 50.1 | 1.9 |
| Tactical Cover % (<5t) | 86.7 | 82.3 | 91.4 | 2.1 |
| Cover Desert % (>10t) | 0.2 | 0.0 | 1.3 | 0.3 |
| Cover Asymmetry | 0.5 | 0.3 | 0.7 | 0.1 |
| Extraction Eccentricity | 0.5 | 0.4 | 0.6 | 0.0 |
| Extract P90 Distance | 92.6 | 85.9 | 101.8 | 4.3 |
| On-Path Loot Density | 0.0 | 0.0 | 0.0 | 0.0 |
| Detour Incentive Ratio | 4.0 | 0.4 | 10.4 | 2.3 |
| Occlusion Ratio | 0.6 | 0.3 | 0.9 | 0.1 |
+---------------------------+--------+--------+--------+--------+
===================================================================
VALIDATION
===================================================================
+-----------------------------------+--------+-------------------+
| VALIDATION | Result | Actual Range |
+-----------------------------------+--------+-------------------+
| Has extraction points | [PASS] | min=1 |
| Has player spawns | [PASS] | min=1 |
| Walkable ratio 25-75% | [FAIL] | 54-78% |
| Containers 20-80 | [FAIL] | 18-23 |
| 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] | 0.9-1.5 |
| Spawn safety >= 30 tiles | [FAIL] | min=28 |
| Extract guarded <= 30 | [PASS] | max=10 |
| Enemy count CoV < 0.25 | [PASS] | CoV=0.092 |
+-----------------------------------+--------+-------------------+
Outlier seeds (enemy count >2 stddev from mean):
Seed 61: 10 enemies, 20 containers
+-----------------------------------+--------+-------------------+
| ENCOUNTER VALIDATION | Result | Pass Rate |
+-----------------------------------+--------+-------------------+
| completability | [PASS] | 50/50 ([PASS]) |
| density_balance | [FAIL] | 0/50 ([FAIL]) |
| zone_area_max_Outdoor | [FAIL] | 42/50 ([FAIL]) |
| zone_area_min_Industrial | [PASS] | 50/50 ([PASS]) |
| zone_area_max_Industrial | [PASS] | 50/50 ([PASS]) |
| zone_risk_reward_Industrial | [FAIL] | 4/50 ([FAIL]) |
| zone_risk_reward_Outdoor | [FAIL] | 15/50 ([FAIL]) |
| path_friction | [PASS] | 50/50 ([PASS]) |
| lethal_ratio | [FAIL] | 0/50 ([FAIL]) |
| ammo_sustainability | [FAIL] | 49/50 ([FAIL]) |
| cover_safety | [FAIL] | 0/50 ([FAIL]) |
| zone_area_min_Residential | [FAIL] | 0/6 ([FAIL]) |
| zone_area_max_Residential | [PASS] | 6/6 ([PASS]) |
| zone_risk_reward_Residential | [FAIL] | 1/5 ([FAIL]) |
+-----------------------------------+--------+-------------------+
Determinism check...
[PASS] Same seed (42) produces identical output
+=================================================================+
| END OF REPORT |
+=================================================================+