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<header id="title-block-header">
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Debug.ReloadFieldEnd()
--~ aux.BeginPuzzle()
</code></pre>
<h2 data-number="4.2" id="料理对决类的失误"><span class="header-section-number">4.2</span> 料理对决类的失误</h2>
<p>「糕冷的料理对决」<b>应该可以</b>把「圣菓使
考维曲天使」特殊召唤到对方的额外怪兽区域,但现在,虽然出现了代表可选的背景线,但是却不能选择那个区域。</p>
<p>同样的事情,也发生在残局模式中,比如当我方控制对方要特殊召唤怪兽到额外怪兽区域时,就也出现了代表可选的背景线,但是却不能选择那个区域。</p>
<p>通过对残局模式的追踪,可以发现,当我方控制对方要特殊召唤怪兽到额外怪兽区域时,
MSG_SELECT_PLACE 有两个值是异常的:</p>
<ol type="1">
<li><p>hovered_controler</p></li>
<li><p>selectable_field</p></li>
</ol>
<p>当要确定 selectable_field 时, hovered_controler 的值会影响到
selectable_field 的值,主要是让 selectable_field 的高 16 位与低 16
位进行互换。</p>
<p>也就是说,低 16 位用来表示我方可选区域,高 16
位用来表示对方可选区域。</p>
<p>之所以要用互换,而不是用直接移位,估计是因为我方与对方的视角不同。</p>
<p>那么为什么 hovered_controler 的值会出现异常?</p>
<p>这是因为 event_handler.cpp
在处理额外怪兽区域悬停消息的时候,只考虑到了这个区域是否有卡,而没有考虑到
selectable_field 。</p>
<pre><code>Debug.SetAIName("base-2")
Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN+DUEL_SIMPLE_AI,5)
Debug.SetPlayerInfo(0,8000,0,0)
Debug.SetPlayerInfo(1,8000,0,0)
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Debug.ReloadFieldEnd()
--~ aux.BeginPuzzle()
</code></pre>
<h2 data-number="4.2" id="料理对决类的失误"><span class="header-section-number">4.2</span> 料理对决类的失误</h2>
<h3 data-number="4.2.1" id="分析"><span class="header-section-number">4.2.1</span> 分析</h3>
<p>「糕冷的料理对决」<b>应该可以</b>把「圣菓使
考维曲天使」特殊召唤到对方的额外怪兽区域,但现在,虽然出现了代表可选的背景线,但是却不能选择那个区域。</p>
<p>同样的事情,也发生在残局模式中,比如当我方控制对方要特殊召唤怪兽到额外怪兽区域时,就也出现了代表可选的背景线,但是却不能选择那个区域。</p>
<p>通过对残局模式的追踪,可以发现,当我方控制对方要特殊召唤怪兽到额外怪兽区域时,
MSG_SELECT_PLACE 有两个值是异常的:</p>
<ol type="1">
<li><p>hovered_controler</p></li>
<li><p>selectable_field</p></li>
</ol>
<p>当要确定 selectable_field 时, hovered_controler 的值会影响到
selectable_field 的值,主要是让 selectable_field 的高 16 位与低 16
位进行互换。</p>
<p>也就是说,低 16 位用来表示我方可选区域,高 16
位用来表示对方可选区域。</p>
<p>之所以要用互换,而不是用直接移位,估计是因为我方与对方的视角不同。</p>
<p>那么为什么 hovered_controler 的值会出现异常?</p>
<p>这是因为 event_handler.cpp
在处理额外怪兽区域悬停消息的时候,只考虑到了这个区域是否有卡,而没有考虑到
selectable_field 。</p>
<h3 data-number="4.2.2" id="section-81"><span class="header-section-number">4.2.2</span> </h3>
<pre><code>Debug.SetAIName("base-2")
Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN+DUEL_SIMPLE_AI,5)
Debug.SetPlayerInfo(0,8000,0,0)
Debug.SetPlayerInfo(1,8000,0,0)
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-----------------
Debug.ReloadFieldEnd()
aux.BeginPuzzle()
</code></pre>
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-----------------
Debug.ReloadFieldEnd()
aux.BeginPuzzle()
</code></pre>
<h3 data-number="4.2.3" id="section-82"><span class="header-section-number">4.2.3</span> </h3>
<pre><code>Debug.SetAIName("base-2")
Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN,5)
Debug.SetPlayerInfo(0,8000,0,0)
Debug.SetPlayerInfo(1,8000,0,0)
-----------------
-----------------
-----------------
Debug.AddCard(45815891,0,0,LOCATION_MZONE,0,POS_FACEUP_ATTACK)
-----------------
-----------------
Debug.AddCard(98978921,1,1,LOCATION_EXTRA,0,POS_FACEDOWN)
-----------------
Debug.AddCard(27288416,1,1,LOCATION_MZONE,0,POS_FACEUP_ATTACK)
Debug.ReloadFieldEnd()
--~ aux.BeginPuzzle()
</code></pre>
<h3 data-number="4.2.4" id="section-83"><span class="header-section-number">4.2.4</span> </h3>
<pre><code>Debug.SetAIName("base-2")
Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN,5)
Debug.SetPlayerInfo(0,8000,0,0)
Debug.SetPlayerInfo(1,8000,0,0)
-----------------
-----------------
-----------------
Debug.AddCard(45815891,0,0,LOCATION_MZONE,5,POS_FACEUP_ATTACK)
-----------------
-----------------
Debug.AddCard(98978921,1,1,LOCATION_EXTRA,0,POS_FACEDOWN)
-----------------
Debug.AddCard(27288416,1,1,LOCATION_MZONE,0,POS_FACEUP_ATTACK)
Debug.ReloadFieldEnd()
--~ aux.BeginPuzzle()
</code></pre>
<h3 data-number="4.2.5" id="section-84"><span class="header-section-number">4.2.5</span> </h3>
<pre><code>Debug.SetAIName("base-2")
Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN,5)
Debug.SetPlayerInfo(0,8000,0,0)
Debug.SetPlayerInfo(1,8000,0,0)
-----------------
-----------------
-----------------
Debug.AddCard(45815891,0,0,LOCATION_MZONE,6,POS_FACEUP_ATTACK)
-----------------
-----------------
Debug.AddCard(98978921,1,1,LOCATION_EXTRA,0,POS_FACEDOWN)
-----------------
Debug.AddCard(27288416,1,1,LOCATION_MZONE,0,POS_FACEUP_ATTACK)
Debug.ReloadFieldEnd()
--~ aux.BeginPuzzle()
</code></pre>
<h2 data-number="4.3" id="残局模式的-act.png-问题"><span class="header-section-number">4.3</span> 残局模式的 act.png 问题</h2>
<h3 data-number="4.3.1" id="分析-1"><span class="header-section-number">4.3.1</span> 分析</h3>
<p>当我方在残局模式控制对方并且到了对方回合时, act.png
并没有显示到对方区域,而是显示到了我方区域。</p>
<p>这是由于 drawing.cpp 在绘制 act.png
时并<b>没有考虑到</b>残局模式的这一情况。</p>
<p>也就是说,一般情况下是遇不到这个失误的。</p>
<h3 data-number="4.3.2" id="section-85"><span class="header-section-number">4.3.2</span> </h3>
<pre><code>Debug.SetAIName("base-2")
Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN,5)
Debug.SetPlayerInfo(0,8000,0,0)
Debug.SetPlayerInfo(1,8000,0,0)
-----------------
-----------------
-----------------
--~ Debug.AddCard(45815891,0,0,LOCATION_MZONE,5,POS_FACEUP_ATTACK)
-----------------
-----------------
Debug.AddCard(98978921,1,1,LOCATION_EXTRA,0,POS_FACEDOWN)
-----------------
Debug.AddCard(27288416,1,1,LOCATION_MZONE,0,POS_FACEUP_ATTACK)
Debug.ReloadFieldEnd()
--~ aux.BeginPuzzle()
</code></pre>
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