I’m working on a top down game with procedural levels, and I already have several algorithms that generate nice maps like this:

2d arrays of booleans (true = wall, false = floor). My problem comes with placing a set number of key objects, such as exits and chests, within these levels. All I need is an algorithm that, when given a collection of valid floor tiles, will return a collection of n points which lie roughly equidistant from each other. I current have an algorithm that repeatedly attempts to place points outside of set radius from each other, but I need a solution that doesnt get stuck in an infinite loop when the wall generator spits out a map that doesnt have such a collection of points. Does anyone know how I might be able to solve this?
Can anyone help me?
why cant you just run through the floor tiles array that you have made and place your things there? Is it the placement of your exits? If so where should they be placed?