hunger checks

Eliminate the feasibility of micro-managing ring hunger by swapping
back and forth between a pair of rings of slow digestion.  Wearing
one at a time causes normal ring hunger (wearing both at once just
increases such hunger), but being able to put on the second ring
and take off the first just before the 1 out of 20 turns where it
affects hunger, then vice versa a few turns later, is an insanely
tedious way to avoid any hunger at all, made possible by the 'time'
option.  Make the turns where extra hunger get imposed be randomized
so that that can't be done reliably.

Also closes githib issue #336:  hunger caused by melee attacking
adds ring and amulet hunger a second time for that turn.  That has
always been intentional behavior; now the amount varies for any
given attack due to the randomization, but on average is the same
as before.

Closes #336
This commit is contained in:
PatR
2020-09-04 14:31:44 -07:00
parent 152187870c
commit bf3697c122
2 changed files with 19 additions and 5 deletions

View File

@@ -1,4 +1,4 @@
NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.296 $ $NHDT-Date: 1599184888 2020/09/04 02:01:28 $
NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.297 $ $NHDT-Date: 1599255099 2020/09/04 21:31:39 $
General Fixes and Modified Features
-----------------------------------
@@ -249,6 +249,7 @@ end of game inventory disclosure passed an inappropriate argument to the
noticeable but not harmful for X11, and slightly harmful for Qt
turning into slime rendered hero as slime one turn too soon
avoid potential infinite loop if hangup occurs at ring "right or left?" prompt
randomize the turns where accessories and extrinsics affect nutrition
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository