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corpses rot way too fast sometimes #94

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jpka opened this issue Aug 18, 2015 · 3 comments
Open

corpses rot way too fast sometimes #94

jpka opened this issue Aug 18, 2015 · 3 comments
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@jpka
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jpka commented Aug 18, 2015

a newt corpse consumed ~3 turns after killing it was rotten (on current "unnethack" branch code)

@tung
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tung commented Aug 18, 2015

Can you provide details?

  • What was the full object name of the corpse, e.g. "a rotten newt corpse"?
  • What was the exact log of messages (copy and paste, or screenshot)?

What you're seeing may be similar to this report on /r/nethack, which also attributes this behavior to DynaHack but is in fact regular NetHack behavior:

It's vanilla behaviour, which is also an actual bug (a set of parentheses in the wrong place). IIRC it was intended to happen to fresh corpses but not fresh permafood, or vice versa.

UnNetHack fixes the bug in question to match the intention, so you're still going to get random rotten food, but only in one category. I'm not sure if DynaHack imported the fix from UnNetHack; I would expect it to (being originally intended as a NitroHack/UnNetHack merge), but perhaps it didn't.

-- ais523

I don't remember UnNetHack amending this, by the way.

See also https://nethackwiki.com/wiki/Comestible#Rotten_food

@bhaak
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bhaak commented Aug 18, 2015

You imported UnNetHack's fix in ab81299. But that code path doesn't affect corpses, only other food items.

You have to look at eatcorpse() for what can happen with corpses.

@jpka
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jpka commented Aug 18, 2015

It wasn't named rotten but the eating message claimed it was rotten. Also I got blinded as a result. I didn't take a screenshot sorry, but it has happened multiple times (consuming relatively fresh corpses that don't say rotten yielding log messages claiming they were). Something along the lines of "bleggh, that was rotten".
Even if it is a legacy bug I don't see why is this bug report out of place here, don't you do bugfixes in this variant?

@tung tung added the nethack label Aug 20, 2015
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