I will place a suffix on object keys to indicate whether they need to be absorbed or neutralised.
Purpose
Assuming that you're using object keys to form part of your event key, you'll almost certainly want to know who an object belongs to – you, an ally or an enemy?
A suffix mod automatically adds a faction (or some other) suffix to event keys. Suffixes are persistent, so when event keys are being reduced the suffix remains on the end of the event key.
Transfer your own consciousness
A suffix mod defines the NEXUS.suffix() method – when passed an object it should return a "suffix" applicable to the passed in object.
Your mod should be structured like this:
NEXUS.suffix = (function() {
// /////////////////////////////////////////////////////////////////
// PRIVATE VARS
var chimp = "hairy"; // just an example :p
// /////////////////////////////////////////////////////////////////
// PUBLIC CLASSIFY FUNCTION
var suffix = function(obj) {
// work out the suffix applicable for "obj"
// up to you how to do that, take a look at existing mods for examples (:
return objSuffix; // objSuffix must be a string, ideally with "." at the start
}
// /////////////////////////////////////////////////////////////////
// PRIVATE FUNCTIONS
var isFoo = function(foo) { // just an example :p
return (foo != "bar");
}
// return your suffix function
return suffix;
})();
If you want to be super-helpful to other people looking at your code:
Make it easy to understand!
Document the possible suffixes
File name convention
Suffix mods use the following naming convention: "NEXUS.suffix_modName.js", where "modName" is the name of your mod.
My consciousness can only contain one suffix subroutine at a time.