i think less gdscript is key
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class_name Mover extends Node
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var speed = 1.0
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func _input(event):
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return
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func to_move_rotate(global_transform, delta: float):
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var mv = Vector3.ZERO
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var rot = 0.0
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for state in _states():
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var duo = _duo_for_state(global_transform, delta, state)
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mv += duo[0]
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rot += duo[1]
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return [mv, rot]
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var state_move_forward = false
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var state_move_left = false
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var state_move_backward = false
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var state_move_right = false
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var state_turn_left = false
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var state_turn_right = false
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enum {
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STATE_MOVING_FORWARD,
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STATE_MOVING_LEFT,
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STATE_MOVING_RIGHT,
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STATE_MOVING_BACKWARD,
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STATE_TURNING_LEFT,
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STATE_TURNING_RIGHT,
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STATE_IDLE
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}
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func _states():
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var result = _states_moving() + _states_turning()
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if result.is_empty():
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result = [STATE_IDLE]
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return result
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func _states_moving():
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var moving_forward = self.state_move_forward and not self.state_move_backward
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var moving_left = self.state_move_left and not self.state_move_right
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var moving_right = self.state_move_right and not self.state_move_left
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var moving_backward = self.state_move_backward and not self.state_move_forward
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if moving_forward and moving_left:
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return [STATE_MOVING_LEFT, STATE_MOVING_FORWARD]
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elif moving_forward and moving_right:
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return [STATE_MOVING_RIGHT, STATE_MOVING_FORWARD]
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elif moving_forward:
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return [STATE_MOVING_FORWARD]
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elif moving_backward and moving_left:
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return [STATE_MOVING_LEFT, STATE_MOVING_BACKWARD]
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elif moving_backward and moving_right:
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return [STATE_MOVING_RIGHT, STATE_MOVING_BACKWARD]
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elif moving_backward:
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return [STATE_MOVING_BACKWARD]
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elif moving_left:
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return [STATE_MOVING_LEFT]
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elif moving_right:
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return [STATE_MOVING_RIGHT]
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return []
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func _states_turning():
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if self.state_turn_left and not self.state_turn_right:
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return [STATE_TURNING_LEFT]
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elif self.state_turn_right and not self.state_turn_left:
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return [STATE_TURNING_RIGHT]
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return []
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func _duo_for_state(global_transform, delta: float, state):
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var direction = Vector2.ZERO
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var rotation = 0.0
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match state:
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STATE_MOVING_FORWARD:
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direction.y = -1
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STATE_MOVING_BACKWARD:
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direction.y = 1
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STATE_MOVING_LEFT:
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direction.x = -1
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STATE_MOVING_RIGHT:
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direction.x = 1
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STATE_TURNING_LEFT:
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rotation = speed * delta
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STATE_TURNING_RIGHT:
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rotation = -speed * delta
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STATE_IDLE:
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pass
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if direction == Vector2.ZERO:
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return [Vector3.ZERO, rotation]
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direction = direction.normalized()
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var forward = global_transform.basis.z
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var right = global_transform.basis.x
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var relative_direction = (forward * direction.y + right * direction.x)
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relative_direction.x *= speed * delta
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relative_direction.z *= speed * delta
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#relative_direction.y = -speed
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return [relative_direction, rotation]
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