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extends KinematicBody2D

class_name Manager

onready var target : Vector2 = get_viewport().get_mouse_position()
export var speed = 128.0

func _physics_process(delta : float) -> void:
	var move_direction := target - position
	var move_vector
	if move_direction.length_squared() < 100:
		move_vector = Vector2(0, 0)
	else:
		move_vector = move_direction.normalized() * delta * speed
	var collision = move_and_collide(move_vector)

	if collision: 
		SaveState.buildings["dev"] = int(ceil(SaveState.buildings["dev"] * 8.0 / 10.0))
		for child in get_parent().get_parent().get_children():
			if child is CanvasItem:
				child.show()
				child.pause_mode = PAUSE_MODE_INHERIT
		SaveState.riot_cooldown = 10
		SaveState.failed_riot_count += 1
		get_parent().queue_free()