There are problems with approaching ‘getting bored of food’ that way.
From a simulationist point of view, you aren’t likely to dislike having burger for dinner if you had it for lunch. Couple days in a row? A little tiring, a week straight? Pretty tiring, but repeating a food once shouldn’t have much, if any effect.
From a game point of view, you have the problem that there’s food that has a lot of nutrition, filling you a lot in one action, and there’s food that you need a several of in order to sate your hunger.
In real life, you’d just pile a bunch of the later in a plate and call it a single ‘meal’, but in game terms, if you implement an innocent ‘you ate this x time ago, so you’re bored of it’, then it is going to heavily penalize this kind of food.
Rendering things more complicated to automate, you can’t just adjust the formula with the item’s nutrition to account for this because many candies, deserts and the like also have low values of nutrition, so under that approach, you would never get tired of those unless you ate your fill several times in a row.
You can’t even use the “junk” material to filter them out and treat them separately, because there’s sweets that aren’t junk food, and there’s junk food that is actually meant to be a full meal.
This is why I was proposing to keep track of having eaten stuff for the last 2~3 days, and using that to tell if you’ve eaten something for a few days in a row and penalize the fun of the item.