Add some standard profiling output to hyper build
Optimise Hyper usage initialisation
Improve Lua profiler output
Add lots of profile calls in Hyper engine

These should all be removed at some point but it's handy to have them around while developing and testing.
Optimise a caves layout by not analysing the layout unneccessarily
Optimise dungeon builder for branch ends and encompass vaults in general

It was trying to place random vaults even if an encompass vault had been placed and therefore no vaults could possibly be placed.
Additionally we won't try to place branch entrance vaults if an encompass vault is placed, only the branch entrance stairs (if even needed).

We could go further and prevent random vaults (or at least reduce their number) when any ORIENT vault is placed as the primary vault,
but this is already a very noticable optimisation.
Allow maps with a PLACE: to also have a DEPTH:.

This causes both handlers to apply, instead of just the PLACE: handler.

The only instance where this would cause a change in behaviour (Orc
endings) has been adjusted so the current behaviour still applies.
Treat Zot entries as D:$ branch-ending PLACE: vaults.

This means that they are normally the only primary vault placed on the
level, allowing the really huge ones to get placed consistently, and
reducing D:$ generation time considerably.

The encompass vaults might need to be weighted down on D:27; they show
up there fairly often with this change. (The previous commit allows them
to still act in a non-branch-end capacity.)
Remove redundant comment and default-depth
Allow hangedman_pleasuredromes to also place as a D:$ primary vault
A couple of very simple grid layouts
Another griddy layout variant
Adjust depths of grid layouts
Improved draw_circle LUA command
Allow layout_big_octagon to use the full range of pillar shapes

When f8f1e6f was originally committed the diamond pillar shapes were added. But a line of code was introduced which set the pillar function to *always* be diamonds. Prior to this there were also circles, squares, and rounded squares available. It seems most likely that this code was there to test the new shape but got accidentally left in - since f8f1e6f made a lot of other changes to layout.des it would have been easy to miss.

Additionally I reduced the maximum radius for the other pillar shapes as they could sometimes squash a little too close together and look a bit strange.
Remove weight from layout_ice_bergs

It seemed to be coming up a lot more than layout_cocytus; now it should be 50-50.
Restore pillar radii in layout_big_octagon

Left my own testing code in by mistake...
#6877 Don't increase hunger when unmelding Vampire's Tooth unrand
Add missing include
Don't randomly select Jester as a background