diff --git a/client/src/components/game.construct.anim.text.jsx b/client/src/components/game.construct.anim.text.jsx
index 8b982cd2..670827d3 100644
--- a/client/src/components/game.construct.anim.text.jsx
+++ b/client/src/components/game.construct.anim.text.jsx
@@ -63,6 +63,8 @@ class AnimText extends preact.Component {
}
case 'Ko': return
KO!
;
case 'Reflection': return REFLECT
;
+ case 'CooldownIncrease': return +{event.turns}T cooldowns
;
+ case 'CooldownDecrease': return -{event.turns}T cooldowns
;
default: return false;
}
};
diff --git a/core/src/construct.rs b/core/src/construct.rs
index 2c45b7be..16b13c63 100644
--- a/core/src/construct.rs
+++ b/core/src/construct.rs
@@ -470,24 +470,26 @@ impl Construct {
}
pub fn increase_cooldowns(&mut self, turns: usize) -> Vec {
- let mut events = vec![];
-
+ let mut cd_event = false;
for skill in self.skills.iter_mut() {
if skill.skill.base_cd().is_some() { // if has a cooldown
+ cd_event = true;
match skill.cd {
Some(cd) => {
skill.cd = Some(cd.saturating_add(turns));
- events.push(Event::CooldownIncrease { construct: self.id, turns })
},
None => {
skill.cd = Some(turns);
- events.push(Event::CooldownIncrease { construct: self.id, turns })
},
}
}
}
- return events;
+ if cd_event {
+ return vec![Event::CooldownIncrease { construct: self.id, turns }];
+ }
+
+ return vec![];
}
pub fn reduce_cooldowns(&mut self) -> &mut Construct {