Make crystal apothecary behave better with mixed budding types #805
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this PR rewrites the insertion part of the compensation algorithm to insert the compensation reward stacks slot-by-slot weighted-randomly, which results in mixed budding types having (roughly) correct distribution instead of hashes-first-gets-all. while this does make the algorithm more complex and probably slower, it probably doesn't matter as this isn't a very hot code path.
because, well, this is what happens currently if you let crystal apothecary's compensation run for a sufficiently long time with mixed types of budding:
