Per https://github.com/noinia/hgeometry/issues/28, occasionally
DelaunayTriangulation.DivideAndConquer loops infinitely - in this case,
I was able to consistently use the seed 127624940715530481, to generate
a dungeon which had the following room centroids:
[ Point2 [38.5,3.5] :+ 0
, Point2 [67.0,33.0] :+ 1
, Point2 [46.0,45.5] :+ 2
, Point2 [55.5,42.0] :+ 3
, Point2 [36.0,25.0] :+ 4
, Point2 [76.5,12.0] :+ 5
, Point2 [29.0,26.5] :+ 6
, Point2 [55.0,10.5] :+ 7
]
and cause delaunay triangulation to loop indefinitely (or at least
longer than I cared to wait for). Given the size of our graphs switching
to naive generation should be fine performance-wise, and avoids the
infinite loop.