1. wrote Weird_assign_hallways() logic
2. fixed and improved the Weird_void_some_areas() logic
Worked on (rather simple) logic for deciding area kinds (building, landscape, cave, etc)
More work on deciding area kinds, e.g. small areas prefer to be same as
a neighbor, and water-fy areas in a separate pass.
For dummy building code, pick textures that reflect the chosen area kinds.