<?xml version="1.0"?>
<ArrayOfDisasterConfig xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
   <!--   灾难配置说明：  Disaster Configuration Instructions:
  字段        类型        说明     
  ID          int            唯一ID  Unique ID
  EventLogID      int              
  Type        int         灾难ID（查看下方灾难枚举）   灾难提示ID（查看下方灾难提示枚举）  Disaster Prompt ID (see the following disaster prompt enumeration)
  Name        string           灾难名字  Name of Disaster
  Icon        string           灾难图标（右上角的事件图标，文件路径不对应多语言）  Disaster icon (Event icon in the upper right corner. The path does not correspond to multiple languages)
  Des         string           灾难描述（右上角的tips描述）  Disaster description (tips description in upper right corner)
  DesNochurch     string           没有教堂的灾难描述（右上角的tips描述）  Disaster description of no church (tips description in the upper right corner)
  DesSaid       string           人物头顶的描述（弃用）  A description of the character’s top of the head (deprecation)
  Year        int            该灾难间隔的时间（年）  Interval between this disaster (years)
  Citizen       int            触发该灾难的最小人数  The minimum number of people triggering the disaster
  IgnoreTimes     int            跳过前几个触发周期（即前Year*IgnoreTimes 的时间内不会出现该灾难）   Skip the first trigger cycles (It will not occur before Year*IgnoreTimes)
  DaysRange     ConfigLowerUpper     这一年内的哪些天数会触发该灾难（0~360）（Lower对应最小值 Upper对应最大值）  Which days in the year will trigger the disaster (0~360) (Lower is the minimum value and upper is the maximum)
  Rate        int            出现的概率（百分比）  Probability of occurrence (%)
  LastDays      int           持续的天数  Number of Days Lasted
  BuffList                   该灾难触发的buff列表  List of buffs triggered by the disaster
    Buff        int         buffID     
   龙卷风的灾难数据配置（对应类型的灾难触发即可）：  Disaster data configuration of tornadoes (The disaster of corresponding type):
  Tornado     
    NumRange      ConfigLowerUpper     数量区间  Quantity Interval
    StartRange      ConfigLowerUpper     开始范围  Starting Range
    EndRange      ConfigLowerUpper       结束范围  Scope of closure
    MoveSpeed       int      
    Time        int                    限制移动时间  Limit Movement Time
    MoveMaxDistance   int                 限制最大移动距离  Limit Max Movement Distance
    Angle       int                  偏移角度  Offset angle
    AngleMoveRange    ConfigLowerUpper     偏移移动距离  Offset Distance
    CheckRadius     int                    摧毁范围半径  Radius of Destruction Range
    CheckTime       int                    摧毁判定时间  Determination Time of Destruction
   暴风雪的灾难数据配置（对应类型的灾难触发即可）：  Disaster data configuration of blizzard (The disaster of corresponding type):
  Snowstorm     
    StartMonth      int            开始月份  Start Month
    Temperature     int            降温  Cool down
    BuildingHurt    int              建筑耐久度伤害  Damage to Building HP
   火灾的灾难数据配置（对应类型的灾难触发即可）：   Disaster data configuration for fire (The disaster of corresponding type): 
  Fire     
    LastRange     ConfigLowerUpper     火灾的持续天数（Lower对应最小值 Upper对应最大值）  The number of days of fire (Lower is the minimum value and upper is the maximum)
    SpreadDay     int            传播时间  Time of transmission
    MaxHelp       int            最大响应人数（救火人数）  Maximum number of responders (number of fire extinguishers)
    BeKilledTimes   int            救火次数  Number of fire fighting
    LevelList                  火灾等级列表  List of Fire Levels
    SpreadRange     int            传播范围（米，每格为2.5m）  Transmission range (m, 2.5m per grid)
    SpreadRate      int            传播概率（百分比）  Transmission probability (%)
    SoundEffect     string           火灾对应的音效（音效的路径）  Sound effect of the fire (Path of sound effect)
    Soundradio      float          火灾音效范围（单位：米（Unity中的距离单位））  Range of fire sound effect (Unit: Meter (The length unit in Unitity)
    MaxSpread     int            最大一次传染个数  Maximum number of single infection
    ReduceDurability  Config2Int         减少房屋耐久度（Int1多久扣一次 Int2扣减的值）  Reduce the durability of the house (Int1 frequency of deduction Int2 deduction value)
   瘟疫的灾难数据配置（对应类型的灾难触发即可）：  Disaster data configuration of the plague (The disaster of corresponding type):
  CitizenPlague     
    HealthTrigger   int            低于多少健康值会触发  Lowest health value that won’t trigger it
   丰收 严寒 的灾难数据配置（对应类型的灾难触发即可）：  Disaster data configuration of harvest and severe cold(The disaster of corresponding type):
  Harvest      
    AddPer        int            增产百分比（负数为减产）  Production increase percentage (negative means reduction)
    EffectBuildingList               受影响的建筑列表的  List of the Impacted Buildings
      EffectBuilding    int            收到影响的建筑ID  IDs of Impacted Building
   干旱的移除资源配置（对应类型的灾难触发即可）：  Removal resource configuration of drought (The disaster of corresponding type):
  Drought     
    RemovePointList                移除的资源点的列表  List of Removed Resource Points
      RemovePoint     Config2Int         资源点的列表（Int1移除的枚举类型 Int2移除的数量）  List of Resource Points (int1 removed enumeration types int2 number of removal)
                             资源点枚举查看下方  View below Resource Node Enumeration
     灾难提示枚举：  Disaster Hint Enumeration:
    Disaster_Tornado = 11,          //    灾难龙卷风  Disaster Tornado
    Disaster_Plague = 12,         //    灾难瘟疫  Disaster Plague
    Disaster_Snow = 13,           //    灾难暴风雪  Disaster Blizzard
    Disaster_Fire = 14,           //    灾难火灾  Disaster Fire
    Disaster_Foison = 30,           //   秋收  Fall harvest
    Disaster_Summer = 31,           //   干旱  Drought
    Disaster_Rain = 32,             //    酸雨  Acid rain
    Disaster_Winter = 33,           //   严寒    Severe cold  
     灾难枚举：  Disaster Enumeration:
  DisasterType_Tornado    = 1;  //    龙卷风  Tornado
  DisasterType_SnowStorm    = 2;  //    暴风雪  Blizzard
  DisasterType_Fire       = 3;  //    火灾  Fire
  DisasterType_CitizenPlague  = 4;  //    人类瘟疫  Human Plague
  DisasterType_BuildingPlague = 5;  //    建筑瘟疫 农田灾难  Plague in buildings, farmland disaster
  DisasterType_Harvest    = 6;  //    丰收/严寒  Harvest/Severe Cold
  DisasterType_AcidRain     = 7;  //    酸雨  Acid rain
  DisasterType_Drought    = 8;  //    干旱  Drought
	DisasterType_Flood 			= 9;	// 洪水
	DisasterType_Earthquake 	= 10;	// 地震
	DisasterType_AnimalPlague 	= 11;	// 动物瘟疫
	DisasterType_DustStorms 	= 12;	// 沙尘暴
	


     资源点的枚举：  Resource Points Enumeration:
  MapInitResourceType_Farm    = 1;  //    沃土   Fertile Farm
  MapInitResourceType_Pasture   = 2;  //    牧场  Pasture
  MapInitResourceType_PropsSeed = 3;  //    种子  Seeds
  MapInitResourceType_Animal    = 4;  //    动物  Animals
  MapInitResourceType_Fishing   = 5;  //   鱼点  Fishing points

	
  
     实例：  Instance:
     见下方  See below
-->   




<!--龙卷风-->	
 <DisasterConfig>
    <ID>1</ID>
	<!--对应事件提示ID-->	
	<EventLogID>11</EventLogID>
    <Name>Disaster_Name_1</Name>
    <Type>1</Type>
    <Icon>timeEvent_Tornado</Icon>
    <!--描述-->		
    <Des>Disaster_Des_1</Des>
    <!--没有教堂描述-->	
    <DesNochurch>Disaster_DesNochurch_1</DesNochurch>	
    <!--气泡描述-->		
    <DesSaid>Disaster_DesSaid_1</DesSaid>
    <DaysRange>
      <Lower>0</Lower>
      <Upper>360</Upper>
    </DaysRange>
    <!--出现概率 默认100-->
    <Rate>15</Rate>
    <!--间隔年-->
    <Year>3</Year>
    <Citizen>100</Citizen>
    <!--忽略前几个周期-->
    <IgnoreTimes>10</IgnoreTimes>
	
    <!--龙卷风配置-->
    <Tornado>
	<!--龙卷风死人描述-->
	<CitizenDieEventLogID>19</CitizenDieEventLogID>
	
	<!--龙卷风的特效-->
	<ModelPath>Prefab/TornadoTMP</ModelPath>
      <NumRange>
        <Lower>1</Lower>
        <Upper>1</Upper>
      </NumRange>
      <StartRange>
        <Lower>10</Lower>
        <Upper>40</Upper>
      </StartRange>
      <EndRange>
        <Lower>60</Lower>
        <Upper>90</Upper>
      </EndRange>
      <MoveSpeed>2</MoveSpeed>
      <Time>10000</Time>
      <MoveMaxDistance>10000</MoveMaxDistance>
      <Angle>30</Angle>
      <AngleMoveRange>
        <Lower>100</Lower>
        <Upper>200</Upper>
      </AngleMoveRange>
      <CheckRadius>10</CheckRadius>
      <CheckTime>10</CheckTime>
    </Tornado>
  </DisasterConfig>

  <DisasterConfig>
    <!--暴雪-->	
    <ID>2</ID>
	<!--对应事件提示ID-->	
	<EventLogID>13</EventLogID>
    <Name>Disaster_Name_2</Name>
    <Type>2</Type>
    <Icon>timeEvent_Snow</Icon>
    <Des>Disaster_Des_2</Des>
    <!--没有教堂描述-->	
    <DesNochurch>Disaster_DesNochurch_1</DesNochurch>
    <DesSaid>Disaster_DesSaid_2</DesSaid>
    <DaysRange>
      <Lower>211</Lower>
      <Upper>360</Upper>
    </DaysRange>
    <Rate>20</Rate>
    <Year>3</Year>
    <Citizen>50</Citizen>
    <BuffList>
      <Buff>20101</Buff>
    </BuffList>
    <!--忽略前几个周期-->
    <IgnoreTimes>5</IgnoreTimes>
	<!--持续时间（表现层面使用）-->
    <LastDays>90</LastDays>
  </DisasterConfig>

  <DisasterConfig>
    <!--火灾-->
    <ID>3</ID>
	<!--对应事件提示ID-->	
	<EventLogID>14</EventLogID>
    <Name>Disaster_Name_3</Name>
    <Type>3</Type>
    <Icon>timeEvent_Fire</Icon>
    <Des>Disaster_Des_3</Des>
    <!--没有教堂描述-->	
    <DesNochurch>Disaster_DesNochurch_1</DesNochurch>	
    <DesSaid>Disaster_DesSaid_3</DesSaid>
    <DaysRange>
      <Lower>0</Lower>
      <Upper>360</Upper>
    </DaysRange>
    <Rate>20</Rate>
    <Year>3</Year>
    <Citizen>20</Citizen>
    <!--忽略前几个周期-->
    <IgnoreTimes>1</IgnoreTimes>
    <Fire>
      <!--火灾持续时间-->
      <LastRange>
        <Lower>30</Lower>
        <Upper>45</Upper>
      </LastRange>
      <!--传播间隔时间（单位：天）-->
      <SpreadDay>10</SpreadDay>
      <!--最大救火人数-->
      <MaxHelp>50</MaxHelp>
      <!--救火所需次数-->
      <BeKilledTimes>20</BeKilledTimes>
      <!--火灾音效-->
      <SoundEffect></SoundEffect>
      <!--火灾音效范围-->
      <SoundEffect></SoundEffect>
      <!--传播范围（单位：米）-->
      <SpreadRange>8</SpreadRange>
      <!--传播概率（单位：百分比）-->
      <SpreadRate>30</SpreadRate>
      <!--减少房屋耐久度-->
      <ReduceDurability>
        <!--多久扣一次-->
        <Int1>1</Int1>
        <!--房屋耐久度减少值-->
        <Int2>-15</Int2>
      </ReduceDurability>
    </Fire>
  </DisasterConfig>

  <DisasterConfig>
    <!--瘟疫-->	
    <ID>4</ID>
	<!--对应事件提示ID-->	
	<EventLogID>12</EventLogID>
    <Name>Disaster_Name_4</Name>
    <Type>4</Type>
    <Icon>timeEvent_Plague</Icon>
    <Des>Disaster_Des_4</Des>
    <!--没有教堂描述-->	
    <DesNochurch>Disaster_DesNochurch_1</DesNochurch>	
    <DesSaid>Disaster_DesSaid_4</DesSaid>
    <DaysRange>
      <Lower>0</Lower>
      <Upper>360</Upper>
    </DaysRange>
    <Rate>18</Rate>
    <Year>3</Year>
    <Citizen>1</Citizen>
    <!--忽略前几个周期-->
    <IgnoreTimes>6</IgnoreTimes>
    <CitizenPlague>
      <!--健康状态下：低于多少值会触发-->
      <HealthTrigger>2000</HealthTrigger>
    </CitizenPlague>
  </DisasterConfig>

  <DisasterConfig>
    <!--瘟疫-->	
    <ID>5</ID>
	<!--对应事件提示ID-->	
	<EventLogID>12</EventLogID>
    <Name>Disaster_Name_5</Name>
    <Type>4</Type>
    <Icon>timeEvent_Plague</Icon>
    <Des>Disaster_Des_5</Des>
    <!--没有教堂描述-->	
    <DesNochurch>Disaster_DesNochurch_1</DesNochurch>	
    <DesSaid>Disaster_DesSaid_5</DesSaid>
    <DaysRange>
      <Lower>0</Lower>
      <Upper>360</Upper>
    </DaysRange>
    <Rate>18</Rate>
    <Year>3</Year>
    <Citizen>1</Citizen>
    <!--忽略前几个周期-->
    <IgnoreTimes>6</IgnoreTimes>
    <CitizenPlague>
      <!--非健康状态下：低于多少值会触发-->
      <HealthTrigger>400</HealthTrigger>
    </CitizenPlague>
  </DisasterConfig>

  <DisasterConfig>
    <!--丰收-->
    <ID>6</ID>
	<!--对应事件提示ID-->	
	<EventLogID>30</EventLogID>
    <Name>Disaster_Name_6</Name>
    <Type>6</Type>
    <Icon>timeEvent_Foison</Icon>
    <Des>Disaster_Des_6</Des>
    <!--没有教堂描述-->	
    <DesNochurch>Disaster_DesNochurch_1</DesNochurch>
    <Rate>20</Rate>
    <Year>3</Year>
    <Citizen>1</Citizen>
    <!--忽略前几个周期-->
    <IgnoreTimes>1</IgnoreTimes>
    <!--一年的哪几天会触发-->
    <DaysRange>
        <Lower>0</Lower>
        <Upper>120</Upper>
    </DaysRange>
    <!--另一种实现方式：通过BUFF来实现提升的百分比-->
    <BuffList>
      <Buff>20105</Buff>
      <Buff>20106</Buff>
	  <Buff>20118</Buff>
    </BuffList>
  </DisasterConfig>


  <DisasterConfig>
    <!--干旱减产-->	
    <ID>7</ID>
	<!--对应事件提示ID-->	
	<EventLogID>31</EventLogID>
    <Name>Disaster_Name_7</Name>
    <Type>8</Type>
    <Icon>timeEvent_Summer</Icon>
    <Des>Disaster_Des_7</Des>
    <!--没有教堂描述-->	
    <DesNochurch>Disaster_DesNochurch_1</DesNochurch>
    <Rate>20</Rate>
    <Year>5</Year>
    <Citizen>0</Citizen>
    <!--忽略前几个周期-->
    <IgnoreTimes>2</IgnoreTimes>
	<!--持续时间（表现层面使用）-->
    <LastDays>120</LastDays>
	<!--一年的哪几天会触发-->
    <DaysRange>
      <Lower>120</Lower>
      <Upper>210</Upper>
    </DaysRange>
	 <!--触发一个持续时间的buff-->
      <BuffList>
        <Buff>20107</Buff>
        <Buff>20108</Buff>
		<Buff>20109</Buff>
        <Buff>20110</Buff>
		<Buff>20111</Buff>
        <Buff>20112</Buff>
		<Buff>20113</Buff>
        <Buff>20114</Buff>
		<Buff>20115</Buff>
		<Buff>20116</Buff>
      </BuffList>
	<!--移除资源点类型--> 
	<Drought>    
	  <RemovePointList>
        <RemovePoint>
			<!--移除的枚举类型-->
			<Int1>5</Int1>
			<!--移除资源点的数量-->
			<Int2>5</Int2>
		</RemovePoint>
      </RemovePointList>
	</Drought> 
	<!--农田果林减产-->
	<Harvest>
      <!--产量下降的百分比-->
      <AddPer>-30</AddPer>
      <!--建筑类型列表-->
      <EffectBuildingList>
        <EffectBuilding>6</EffectBuilding>
        <EffectBuilding>7</EffectBuilding>
      </EffectBuildingList>
    </Harvest>
  </DisasterConfig>


  <DisasterConfig>
    <!--动物瘟疫-->
    <ID>8</ID>
	<!--对应事件提示ID-->	
	<EventLogID>39</EventLogID>
	<!--事件的文本-->	
	<EventLog>EventLog_Content_40</EventLog>
    <Name>Disaster_Name_12</Name>
    <!--类型ID-->
    <Type>11</Type>
    <Icon>timeEvent_Worm</Icon>
    <Des>Disaster_Des_12</Des>
    <!--没有教堂描述-->	
    <DesNochurch>Disaster_DesNochurch_1</DesNochurch>
    <Rate>20</Rate>
    <Year>3</Year>
    <Citizen>100</Citizen>
    <!--忽略前几个周期-->
    <IgnoreTimes>6</IgnoreTimes>
    <!--一年的哪几天会触发-->
    <DaysRange>
      <Lower>0</Lower>
      <Upper>360</Upper>
    </DaysRange> 
	 <!--动物瘟疫-->
	<AnimalPlague>
	  <SpreadRate>50</SpreadRate>
	  <SpreadRadis>5</SpreadRadis>
	  <SpreadDays>
       <Lower>10</Lower>
       <Upper>20</Upper>
      </SpreadDays> 
      <DeathDays>
       <Lower>20</Lower>
       <Upper>30</Upper>
      </DeathDays>   
    </AnimalPlague> 
  </DisasterConfig>
  

  <DisasterConfig>
    <!--沙尘暴-->
    <ID>9</ID>
	<!--对应事件提示ID-->	
	<EventLogID>39</EventLogID>
	<!--事件的文本-->	
	<EventLog>EventLog_Content_41</EventLog>
    <Name>Disaster_Name_13</Name>
    <Type>1</Type>
    <Icon>timeEvent_SandStorm</Icon>
    <Des>Disaster_Des_13</Des>
    <!--没有教堂描述-->	
    <DesNochurch>Disaster_DesNochurch_1</DesNochurch>	
    <DaysRange>
      <Lower>0</Lower>
      <Upper>360</Upper>
    </DaysRange>
    <!--出现概率 默认100-->
    <Rate>15</Rate>
    <!--间隔年-->
    <Year>3</Year>
    <Citizen>100</Citizen>
    <!--忽略前几个周期-->
    <IgnoreTimes>10</IgnoreTimes>	
    <!--沙尘暴配置和龙卷风字段相同-->
    <Tornado>
	<!--沙尘暴的特效-->
	<ModelPath>Prefab/SandStorm_FX</ModelPath>
	<!--摧毁树木后缩小的体积千分比-->
	<ReduceScale>10</ReduceScale>
      <NumRange>
        <Lower>1</Lower>
        <Upper>1</Upper>
      </NumRange>
      <StartRange>
        <Lower>10</Lower>
        <Upper>40</Upper>
      </StartRange>
      <EndRange>
        <Lower>60</Lower>
        <Upper>90</Upper>
      </EndRange>
      <MoveSpeed>2</MoveSpeed>
      <Time>10000</Time>
      <MoveMaxDistance>10000</MoveMaxDistance>
      <Angle>30</Angle>
      <AngleMoveRange>
        <Lower>100</Lower>
        <Upper>200</Upper>
      </AngleMoveRange>
      <CheckRadius>50</CheckRadius>
      <CheckTime>10</CheckTime>
    </Tornado>
  </DisasterConfig>
  
  
   <!--洪涝-->
  <DisasterConfig>
    <ID>10</ID>
	<EventLogID>39</EventLogID>
	<!--事件的文本-->	
	<EventLog>EventLog_Content_38</EventLog>
    <Name>Disaster_Name_10</Name>
    <Type>9</Type>
    <Icon>timeEvent_Flood</Icon>
    <Des>Disaster_Des_10</Des>	
    <Rate>20</Rate>
    <Year>4</Year>
    <Citizen>15</Citizen>
    <IgnoreTimes>1</IgnoreTimes>
      <DaysRange>
        <Lower>60</Lower>
        <Upper>240</Upper>
      </DaysRange>
    <!--灾难增加资源点-->
    <StartAddMapInitResPointList>
      <StartAddMapInitResPoint>
        <ID>5</ID>
        <Num>99</Num>
      </StartAddMapInitResPoint>
    </StartAddMapInitResPointList>
  </DisasterConfig>
  

  
     <!--地震-->
  <DisasterConfig>
    <ID>11</ID>
	<EventLogID>39</EventLogID>
	<!--事件的文本-->	
	<EventLog>EventLog_Content_39</EventLog>
    <Name>Disaster_Name_11</Name>
    <Type>10</Type>
    <Icon>timeEvent_Earthquake</Icon>
    <Des>Disaster_Des_11</Des>	
    <Rate>20</Rate>
    <Year>3</Year>
    <Citizen>20</Citizen>
    <IgnoreTimes>5</IgnoreTimes>
    <DaysRange>
      <Lower>0</Lower>
      <Upper>360</Upper>
    </DaysRange>
    <!--地震删除资源点-->
    <RemoveMapInitResPointList>
      <RemoveMapInitResPoint>
        <ID>6</ID>
        <Num>99</Num>
      </RemoveMapInitResPoint>
      <RemoveMapInitResPoint>
        <ID>7</ID>
        <Num>99</Num>
      </RemoveMapInitResPoint>
    </RemoveMapInitResPointList>
	<!--地震-->
    <EarthQuake>
      <camShakeRange>0.5</camShakeRange>
      <camShakeFrequency>1</camShakeFrequency>
      <useTime>4</useTime>
	  <!--查找空地次数-->
      <flatMaxFindTimes>10</flatMaxFindTimes>
	   <!--查找的概率-->
      <generHillPersent>50</generHillPersent>
	  <!--平地尺寸-->
      <size>
		<x>15</x>
        <z>30</z>
	  </size>
	  <!--生成的山高度尺寸大小-->
      <hillParam>
	  
        <h2Size>20</h2Size>
		
        <h2Scale>60</h2Scale>
		
        <cutH>20</cutH>
		
        <startH>5</startH>
      </hillParam>
    </EarthQuake>    
  </DisasterConfig>



  <DisasterConfig>
    <!--瘟疫 麻疹-->
    <ID>12</ID>
    <!--对应事件提示ID-->
    <EventLogID>12</EventLogID>
    <Name>CitizenPlague_Name_11</Name>
    <!--灾难的类型：病、火、风等-->
    <Type>4</Type>
    <Icon>timeEvent_Plague</Icon>
    <Des>CitizenPlague_Name_11</Des>
    <!--没有教堂描述-->
    <DesNochurch>Disaster_DesNochurch_1</DesNochurch>
    <DesSaid>Disaster_DesSaid_4</DesSaid>
    <DaysRange>
      <Lower>0</Lower>
      <Upper>360</Upper>
    </DaysRange>
    <Rate>18</Rate>
    <Year>3</Year>
    <!--CitizenPlagueType-->
    <P1>11</P1>
    <P2>3</P2>
    <Citizen>1</Citizen>
    <!--忽略前几个周期-->
    <IgnoreTimes>6</IgnoreTimes>
    <CitizenPlague>
      <!--健康状态下：低于多少值会触发-->
      <HealthTrigger>2000</HealthTrigger>
    </CitizenPlague>
  </DisasterConfig>
</ArrayOfDisasterConfig>
