public void AddBuildGearSet(GearSet gs) { foreach (var ls in LockedSlotItems) { gs.AddItem(ls); } //TODO: perform multiple artifact check here as well if (!GearSetHasRedundantRings(gs)) { BuildResults.Add(new GearSetEvaluation(gs, new List <EquipmentSlotType>(LockedSlots))); } }
public static GearSet FromXml(XmlElement xe) { try { GearSet gs = new GearSet(); foreach (XmlElement xb in xe.ChildNodes) { BuildItem bi = BuildItem.FromXml(xb); if (bi != null) { gs.AddItem(bi); } } gs.ProcessItems(); return(gs); } catch { return(null); } }