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Comment:0.0.2556
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SHA3-256: c023041629d0ae632c696efece0f8836d5cb3dcf74bd66b5566ed17b76527c0b
User & Date: 顽雨沉风 on 2023-09-24 06:15:28
Other Links: manifest | tags
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2023-09-25
02:01
0.0.2557 check-in: 979c60093b user: 顽雨沉风 tags: trunk
2023-09-24
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0.0.2556 check-in: c023041629 user: 顽雨沉风 tags: trunk
2023-09-18
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0.0.2555 check-in: 8f3a6c70d8 user: 顽雨沉风 tags: trunk
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Added script/三个绑定函数.html version [9b0f08f903].





























































































































































































































































































































































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<header id="title-block-header">
<h1 class="title">三个绑定函数</h1>
</header>
<nav id="TOC" role="doc-toc">
<ul>
<li><a href="#presummon" id="toc-presummon"><span class="toc-section-number">1</span> PreSummon</a></li>
<li><a href="#preequip" id="toc-preequip"><span class="toc-section-number">2</span> PreEquip</a></li>
<li><a href="#presettarget" id="toc-presettarget"><span class="toc-section-number">3</span> PreSetTarget</a></li>
</ul>
</nav>
<h1 data-number="1" id="presummon"><span class="header-section-number">1</span> PreSummon</h1>
<p>Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上])</p>
<details>
<summary>
补充
</summary>
<pre><code>● void Debug.PreSummon(Card c, int sum_type[, int sum_location=0])
设置卡片 c 的召唤信息:以 sum_type 方法(通常召唤、特殊召唤等)[从 sum_location]出场</code></pre>
</details>
<p>召唤类型的可选值:</p>
<ol type="1">
<li><p>SUMMON_TYPE_NORMAL</p></li>
<li><p>SUMMON_TYPE_ADVANCE</p></li>
<li><p>SUMMON_TYPE_DUAL</p></li>
<li><p>SUMMON_TYPE_FLIP</p></li>
<li><p>SUMMON_TYPE_SPECIAL</p></li>
<li><p>SUMMON_TYPE_FUSION</p></li>
<li><p>SUMMON_TYPE_RITUAL</p></li>
<li><p>SUMMON_TYPE_SYNCHRO</p></li>
<li><p>SUMMON_TYPE_XYZ</p></li>
<li><p>SUMMON_TYPE_PENDULUM</p></li>
<li><p>SUMMON_TYPE_LINK</p></li>
</ol>
<details>
<summary>
补充
</summary>
<pre><code>--Summon Type --召唤类型

SUMMON_TYPE_NORMAL      =0x10000000 --通常召唤(EFFECT_SUMMON_PROC,EFFECT_SET_PROC 可用 Value 修改數值)

SUMMON_TYPE_ADVANCE     =0x11000000 --上级召唤

SUMMON_TYPE_DUAL        =0x12000000 --再度召唤(二重)

SUMMON_TYPE_FLIP        =0x20000000 --翻转召唤

SUMMON_TYPE_SPECIAL     =0x40000000 --特殊召唤(EFFECT_SPSUMMON_PROC,EFFECT_SPSUMMON_PROC_G 可用 Value 修改數值)

SUMMON_TYPE_FUSION      =0x43000000 --融合召唤

SUMMON_TYPE_RITUAL      =0x45000000 --仪式召唤

SUMMON_TYPE_SYNCHRO     =0x46000000 --同调召唤

SUMMON_TYPE_XYZ         =0x49000000 --超量召唤

SUMMON_TYPE_PENDULUM    =0x4a000000 --灵摆召唤

SUMMON_TYPE_LINK        =0x4c000000 --连接召唤</code></pre>
</details>
<p>从哪个区域特召到场上的可选值:</p>
<ol type="1">
<li><p>LOCATION_DECK</p></li>
<li><p>LOCATION_HAND</p></li>
<li><p>LOCATION_GRAVE</p></li>
<li><p>LOCATION_REMOVED</p></li>
<li><p>LOCATION_EXTRA</p></li>
</ol>
<details>
<summary>
补充
</summary>
<pre><code>LOCATION_DECK       =0x01       --卡组

LOCATION_HAND       =0x02       --手牌

LOCATION_MZONE      =0x04       --主要怪兽区(0~4)+额外怪兽区(5~6)

LOCATION_SZONE      =0x08       --魔陷区(0~4)+场地区(5)

LOCATION_GRAVE      =0x10       --墓地

LOCATION_REMOVED    =0x20       --除外区

LOCATION_EXTRA      =0x40       --额外

LOCATION_OVERLAY    =0x80       --超量素材

LOCATION_ONFIELD    =0x0c       --场上(LOCATION_MZONE+LOCATION_SZONE)</code></pre>
</details>
<p>可参考 X-LV-48 。</p>
<h1 data-number="2" id="preequip"><span class="header-section-number">2</span> PreEquip</h1>
<p>Debug.PreEquip(装备魔法卡, 怪兽卡)</p>
<details>
<summary>
补充
</summary>
<pre><code>● bool Debug.PreEquip(Card equip_card, Card target)

为 target 添加装备 equip_card ,返回值表示是否成功</code></pre>
</details>
<p>可参考 NH-04 。</p>
<h1 data-number="3" id="presettarget"><span class="header-section-number">3</span> PreSetTarget</h1>
<p>Debug.PreSetTarget(保护卡, 被保护的卡)</p>
<details>
<summary>
补充
</summary>
<pre><code>● void Debug.PreSetTarget(Card c, Card target)

把 target 选为 c 的永续对象</code></pre>
</details>
<details>
<summary>
警告
</summary>
<p>必须在布局完成之后再使用。</p>
</details>
<p>可参考 NH-04 。</p>
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Added script/三个绑定函数.md version [33ce37b957].





































































































































































































































































































































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% 三个绑定函数

# PreSummon

Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上])

<details>
<summary>
补充
</summary>

~~~
● void Debug.PreSummon(Card c, int sum_type[, int sum_location=0])
设置卡片 c 的召唤信息:以 sum_type 方法(通常召唤、特殊召唤等)[从 sum_location]出场
~~~

</details>

召唤类型的可选值:

1. SUMMON_TYPE_NORMAL

1. SUMMON_TYPE_ADVANCE

1. SUMMON_TYPE_DUAL

1. SUMMON_TYPE_FLIP

1. SUMMON_TYPE_SPECIAL

1. SUMMON_TYPE_FUSION

1. SUMMON_TYPE_RITUAL

1. SUMMON_TYPE_SYNCHRO

1. SUMMON_TYPE_XYZ

1. SUMMON_TYPE_PENDULUM

1. SUMMON_TYPE_LINK

<details>
<summary>
补充
</summary>

~~~
--Summon Type --召唤类型

SUMMON_TYPE_NORMAL		=0x10000000 --通常召唤(EFFECT_SUMMON_PROC,EFFECT_SET_PROC 可用 Value 修改數值)

SUMMON_TYPE_ADVANCE		=0x11000000 --上级召唤

SUMMON_TYPE_DUAL		=0x12000000	--再度召唤(二重)

SUMMON_TYPE_FLIP		=0x20000000	--翻转召唤

SUMMON_TYPE_SPECIAL		=0x40000000	--特殊召唤(EFFECT_SPSUMMON_PROC,EFFECT_SPSUMMON_PROC_G 可用 Value 修改數值)

SUMMON_TYPE_FUSION		=0x43000000	--融合召唤

SUMMON_TYPE_RITUAL		=0x45000000	--仪式召唤

SUMMON_TYPE_SYNCHRO		=0x46000000	--同调召唤

SUMMON_TYPE_XYZ			=0x49000000	--超量召唤

SUMMON_TYPE_PENDULUM	=0x4a000000 --灵摆召唤

SUMMON_TYPE_LINK		=0x4c000000 --连接召唤
~~~

</details>

从哪个区域特召到场上的可选值:

1. LOCATION_DECK

1. LOCATION_HAND

1. LOCATION_GRAVE

1. LOCATION_REMOVED

1. LOCATION_EXTRA

<details>
<summary>
补充
</summary>

~~~
LOCATION_DECK		=0x01		--卡组

LOCATION_HAND		=0x02		--手牌

LOCATION_MZONE		=0x04		--主要怪兽区(0~4)+额外怪兽区(5~6)

LOCATION_SZONE		=0x08		--魔陷区(0~4)+场地区(5)

LOCATION_GRAVE		=0x10		--墓地

LOCATION_REMOVED	=0x20		--除外区

LOCATION_EXTRA		=0x40		--额外

LOCATION_OVERLAY	=0x80		--超量素材

LOCATION_ONFIELD	=0x0c		--场上(LOCATION_MZONE+LOCATION_SZONE)
~~~

</details>

可参考 X-LV-48 。

# PreEquip

Debug.PreEquip(装备魔法卡, 怪兽卡)

<details>
<summary>
补充
</summary>

~~~
● bool Debug.PreEquip(Card equip_card, Card target)

为 target 添加装备 equip_card ,返回值表示是否成功
~~~

</details>

可参考 NH-04 。

# PreSetTarget

Debug.PreSetTarget(保护卡, 被保护的卡)

<details>
<summary>
补充
</summary>

~~~
● void Debug.PreSetTarget(Card c, Card target)

把 target 选为 c 的永续对象
~~~

</details>

<details>
<summary>
警告
</summary>

必须在布局完成之后再使用。

</details>

可参考 NH-04 。

Deleted single_doc/三个绑定函数.html version [9b0f08f903].

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<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml" lang xml:lang>
<head>
  <meta charset="utf-8" />
  <meta name="generator" content="pandoc" />
  <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" />
  <title>三个绑定函数</title>
  <style>
code{white-space: pre-wrap;}
span.smallcaps{font-variant: small-caps;}
div.columns{display: flex; gap: min(4vw, 1.5em);}
div.column{flex: auto; overflow-x: auto;}
div.hanging-indent{margin-left: 1.5em; text-indent: -1.5em;}

ul.task-list[class]{list-style: none;}
ul.task-list li input[type="checkbox"] {
font-size: inherit;
width: 0.8em;
margin: 0 0.8em 0.2em -1.6em;
vertical-align: middle;
}
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</style>
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<header id="title-block-header">
<h1 class="title">三个绑定函数</h1>
</header>
<nav id="TOC" role="doc-toc">
<ul>
<li><a href="#presummon" id="toc-presummon"><span class="toc-section-number">1</span> PreSummon</a></li>
<li><a href="#preequip" id="toc-preequip"><span class="toc-section-number">2</span> PreEquip</a></li>
<li><a href="#presettarget" id="toc-presettarget"><span class="toc-section-number">3</span> PreSetTarget</a></li>
</ul>
</nav>
<h1 data-number="1" id="presummon"><span class="header-section-number">1</span> PreSummon</h1>
<p>Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上])</p>
<details>
<summary>
补充
</summary>
<pre><code>● void Debug.PreSummon(Card c, int sum_type[, int sum_location=0])
设置卡片 c 的召唤信息:以 sum_type 方法(通常召唤、特殊召唤等)[从 sum_location]出场</code></pre>
</details>
<p>召唤类型的可选值:</p>
<ol type="1">
<li><p>SUMMON_TYPE_NORMAL</p></li>
<li><p>SUMMON_TYPE_ADVANCE</p></li>
<li><p>SUMMON_TYPE_DUAL</p></li>
<li><p>SUMMON_TYPE_FLIP</p></li>
<li><p>SUMMON_TYPE_SPECIAL</p></li>
<li><p>SUMMON_TYPE_FUSION</p></li>
<li><p>SUMMON_TYPE_RITUAL</p></li>
<li><p>SUMMON_TYPE_SYNCHRO</p></li>
<li><p>SUMMON_TYPE_XYZ</p></li>
<li><p>SUMMON_TYPE_PENDULUM</p></li>
<li><p>SUMMON_TYPE_LINK</p></li>
</ol>
<details>
<summary>
补充
</summary>
<pre><code>--Summon Type --召唤类型

SUMMON_TYPE_NORMAL      =0x10000000 --通常召唤(EFFECT_SUMMON_PROC,EFFECT_SET_PROC 可用 Value 修改數值)

SUMMON_TYPE_ADVANCE     =0x11000000 --上级召唤

SUMMON_TYPE_DUAL        =0x12000000 --再度召唤(二重)

SUMMON_TYPE_FLIP        =0x20000000 --翻转召唤

SUMMON_TYPE_SPECIAL     =0x40000000 --特殊召唤(EFFECT_SPSUMMON_PROC,EFFECT_SPSUMMON_PROC_G 可用 Value 修改數值)

SUMMON_TYPE_FUSION      =0x43000000 --融合召唤

SUMMON_TYPE_RITUAL      =0x45000000 --仪式召唤

SUMMON_TYPE_SYNCHRO     =0x46000000 --同调召唤

SUMMON_TYPE_XYZ         =0x49000000 --超量召唤

SUMMON_TYPE_PENDULUM    =0x4a000000 --灵摆召唤

SUMMON_TYPE_LINK        =0x4c000000 --连接召唤</code></pre>
</details>
<p>从哪个区域特召到场上的可选值:</p>
<ol type="1">
<li><p>LOCATION_DECK</p></li>
<li><p>LOCATION_HAND</p></li>
<li><p>LOCATION_GRAVE</p></li>
<li><p>LOCATION_REMOVED</p></li>
<li><p>LOCATION_EXTRA</p></li>
</ol>
<details>
<summary>
补充
</summary>
<pre><code>LOCATION_DECK       =0x01       --卡组

LOCATION_HAND       =0x02       --手牌

LOCATION_MZONE      =0x04       --主要怪兽区(0~4)+额外怪兽区(5~6)

LOCATION_SZONE      =0x08       --魔陷区(0~4)+场地区(5)

LOCATION_GRAVE      =0x10       --墓地

LOCATION_REMOVED    =0x20       --除外区

LOCATION_EXTRA      =0x40       --额外

LOCATION_OVERLAY    =0x80       --超量素材

LOCATION_ONFIELD    =0x0c       --场上(LOCATION_MZONE+LOCATION_SZONE)</code></pre>
</details>
<p>可参考 X-LV-48 。</p>
<h1 data-number="2" id="preequip"><span class="header-section-number">2</span> PreEquip</h1>
<p>Debug.PreEquip(装备魔法卡, 怪兽卡)</p>
<details>
<summary>
补充
</summary>
<pre><code>● bool Debug.PreEquip(Card equip_card, Card target)

为 target 添加装备 equip_card ,返回值表示是否成功</code></pre>
</details>
<p>可参考 NH-04 。</p>
<h1 data-number="3" id="presettarget"><span class="header-section-number">3</span> PreSetTarget</h1>
<p>Debug.PreSetTarget(保护卡, 被保护的卡)</p>
<details>
<summary>
补充
</summary>
<pre><code>● void Debug.PreSetTarget(Card c, Card target)

把 target 选为 c 的永续对象</code></pre>
</details>
<details>
<summary>
警告
</summary>
<p>必须在布局完成之后再使用。</p>
</details>
<p>可参考 NH-04 。</p>
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Deleted single_doc/三个绑定函数.md version [33ce37b957].

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% 三个绑定函数

# PreSummon

Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上])

<details>
<summary>
补充
</summary>

~~~
● void Debug.PreSummon(Card c, int sum_type[, int sum_location=0])
设置卡片 c 的召唤信息:以 sum_type 方法(通常召唤、特殊召唤等)[从 sum_location]出场
~~~

</details>

召唤类型的可选值:

1. SUMMON_TYPE_NORMAL

1. SUMMON_TYPE_ADVANCE

1. SUMMON_TYPE_DUAL

1. SUMMON_TYPE_FLIP

1. SUMMON_TYPE_SPECIAL

1. SUMMON_TYPE_FUSION

1. SUMMON_TYPE_RITUAL

1. SUMMON_TYPE_SYNCHRO

1. SUMMON_TYPE_XYZ

1. SUMMON_TYPE_PENDULUM

1. SUMMON_TYPE_LINK

<details>
<summary>
补充
</summary>

~~~
--Summon Type --召唤类型

SUMMON_TYPE_NORMAL		=0x10000000 --通常召唤(EFFECT_SUMMON_PROC,EFFECT_SET_PROC 可用 Value 修改數值)

SUMMON_TYPE_ADVANCE		=0x11000000 --上级召唤

SUMMON_TYPE_DUAL		=0x12000000	--再度召唤(二重)

SUMMON_TYPE_FLIP		=0x20000000	--翻转召唤

SUMMON_TYPE_SPECIAL		=0x40000000	--特殊召唤(EFFECT_SPSUMMON_PROC,EFFECT_SPSUMMON_PROC_G 可用 Value 修改數值)

SUMMON_TYPE_FUSION		=0x43000000	--融合召唤

SUMMON_TYPE_RITUAL		=0x45000000	--仪式召唤

SUMMON_TYPE_SYNCHRO		=0x46000000	--同调召唤

SUMMON_TYPE_XYZ			=0x49000000	--超量召唤

SUMMON_TYPE_PENDULUM	=0x4a000000 --灵摆召唤

SUMMON_TYPE_LINK		=0x4c000000 --连接召唤
~~~

</details>

从哪个区域特召到场上的可选值:

1. LOCATION_DECK

1. LOCATION_HAND

1. LOCATION_GRAVE

1. LOCATION_REMOVED

1. LOCATION_EXTRA

<details>
<summary>
补充
</summary>

~~~
LOCATION_DECK		=0x01		--卡组

LOCATION_HAND		=0x02		--手牌

LOCATION_MZONE		=0x04		--主要怪兽区(0~4)+额外怪兽区(5~6)

LOCATION_SZONE		=0x08		--魔陷区(0~4)+场地区(5)

LOCATION_GRAVE		=0x10		--墓地

LOCATION_REMOVED	=0x20		--除外区

LOCATION_EXTRA		=0x40		--额外

LOCATION_OVERLAY	=0x80		--超量素材

LOCATION_ONFIELD	=0x0c		--场上(LOCATION_MZONE+LOCATION_SZONE)
~~~

</details>

可参考 X-LV-48 。

# PreEquip

Debug.PreEquip(装备魔法卡, 怪兽卡)

<details>
<summary>
补充
</summary>

~~~
● bool Debug.PreEquip(Card equip_card, Card target)

为 target 添加装备 equip_card ,返回值表示是否成功
~~~

</details>

可参考 NH-04 。

# PreSetTarget

Debug.PreSetTarget(保护卡, 被保护的卡)

<details>
<summary>
补充
</summary>

~~~
● void Debug.PreSetTarget(Card c, Card target)

把 target 选为 c 的永续对象
~~~

</details>

<details>
<summary>
警告
</summary>

必须在布局完成之后再使用。

</details>

可参考 NH-04 。
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Modified 解法参考/MH-20210116.html from [1df0bd4dc7] to [ab4e6c2e45].

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</head>
<body>
<header id="title-block-header">
<h1 class="title">MH-20210116</h1>
</header>
<nav id="TOC" role="doc-toc">
<ul>
<li><a href="#原解" id="toc-原解"><span class="toc-section-number">1</span> 原解</a></li>
<li><a href="#衍生" id="toc-衍生"><span class="toc-section-number">2</span> 衍生</a>
<ul>
<li><a href="#问" id="toc-问"><span class="toc-section-number">2.1</span> 问</a>
<ul>
<li><a href="#答" id="toc-答"><span class="toc-section-number">2.1.1</span> 答</a></li>
<li><a href="#解" id="toc-解"><span class="toc-section-number">2.1.2</span> 解</a></li>
</ul></li>
</ul></li>
</ul>
</nav>
<h1 data-number="1" id="原解"><span class="header-section-number">1</span> 原解</h1>
<pre><code>1 * 5 = 5

2 * 4 = 8

3 * 3 = 9</code></pre>
<h1 data-number="2" id="衍生"><span class="header-section-number">2</span> 衍生</h1>
<h2 data-number="2.1" id="问"><span class="header-section-number">2.1</span> 问</h2>
<p>给定一个由数个小正整数累加起来的大正整数,问这些小正整数的值为多少才能让这些小正整数的累乘值最大</p>
<h3 data-number="2.1.1" id="答"><span class="header-section-number">2.1.1</span> 答</h3>
<p>非 3 即 2</p>
<h3 data-number="2.1.2" id="解"><span class="header-section-number">2.1.2</span> 解</h3>
<p>可能的值有 1 ~ 正无穷</p>
<p>由指数爆炸性可知,只需要考虑 2 3 4</p>







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<header id="title-block-header">
<h1 class="title">MH-20210116</h1>
</header>
<nav id="TOC" role="doc-toc">
<ul>
<li><a href="#原解" id="toc-原解"><span class="toc-section-number">1</span> 原解</a></li>
<li><a href="#扩展" id="toc-扩展"><span class="toc-section-number">2</span> 扩展</a>
<ul>
<li><a href="#问" id="toc-问"><span class="toc-section-number">2.1</span> 问</a>
<ul>
<li><a href="#答" id="toc-答"><span class="toc-section-number">2.1.1</span> 答</a></li>
<li><a href="#解" id="toc-解"><span class="toc-section-number">2.1.2</span> 解</a></li>
</ul></li>
</ul></li>
</ul>
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<h1 data-number="1" id="原解"><span class="header-section-number">1</span> 原解</h1>
<pre><code>1 * 5 = 5

2 * 4 = 8

3 * 3 = 9</code></pre>
<h1 data-number="2" id="扩展"><span class="header-section-number">2</span> 扩展</h1>
<h2 data-number="2.1" id="问"><span class="header-section-number">2.1</span> 问</h2>
<p>给定一个由数个小正整数累加起来的大正整数,问这些小正整数的值为多少才能让这些小正整数的累乘值最大</p>
<h3 data-number="2.1.1" id="答"><span class="header-section-number">2.1.1</span> 答</h3>
<p>非 3 即 2</p>
<h3 data-number="2.1.2" id="解"><span class="header-section-number">2.1.2</span> 解</h3>
<p>可能的值有 1 ~ 正无穷</p>
<p>由指数爆炸性可知,只需要考虑 2 3 4</p>

Modified 解法参考/MH-20210116.md from [39ed549a3e] to [afa3ff62be].

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# 原解

~~~
1 * 5 = 5

2 * 4 = 8

3 * 3 = 9
~~~

# 衍生

## 问

给定一个由数个小正整数累加起来的大正整数,问这些小正整数的值为多少才能让这些小正整数的累乘值最大

### 答













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% MH-20210116

# 原解

~~~
1 * 5 = 5

2 * 4 = 8

3 * 3 = 9
~~~

# 扩展

## 问

给定一个由数个小正整数累加起来的大正整数,问这些小正整数的值为多少才能让这些小正整数的累乘值最大

### 答