Added 'weird.lua' code file -- contains the simple algorithm I wrote last
night for generating weird room shapes.
Copied Plan_create_rooms --> Weird_create_rooms, encapsulated the existing
weird shape generation code --> Weird_create_areas(), and some tidying.
Decided on a representation for "diagonal" seeds, and added skeletal
code for Weird_build_rooms().
Worked on ability to convert the "edge grid" to seeds...
Worked on logic for creating areas from the edge grid, using a simple
flood-fill type algorithm.  Some important bits are missing....