Files
GS13NG/code/modules/admin/verbs/individual_logging.dm
oranges de68aa9571 Individual Logs now follow the client around automatically (#37790)
The logging is now stored in the persistent client/player_details datum,
that will survive an entire round

The existing mob log is retained and a new admin verb is added to access
it. It will only show logs for the mob in question, across all players
who possibly spent time in that mob

A new log type is added that tracks the mobs the player changes across
into and the times they occured, to better help admins manage complex
situations, this also appears in the mob log as a record of the players
who entered/exited control of the mob
2018-06-06 04:10:20 -05:00

53 lines
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/proc/show_individual_logging_panel(mob/M, source = LOGSRC_CLIENT, type = INDIVIDUAL_ATTACK_LOG)
if(!M || !ismob(M))
return
//Add client links
var/dat = ""
if(M.client)
dat += "<center><p>Client</p></center>"
dat += "<center><a href='?_src_=holder;[HrefToken()];individuallog=[REF(M)];log_type=[INDIVIDUAL_ATTACK_LOG];log_src=[LOGSRC_CLIENT]'>Attack log</a> | "
dat += "<a href='?_src_=holder;[HrefToken()];individuallog=[REF(M)];log_type=[INDIVIDUAL_SAY_LOG];log_src=[LOGSRC_CLIENT]'>Say log</a> | "
dat += "<a href='?_src_=holder;[HrefToken()];individuallog=[REF(M)];log_type=[INDIVIDUAL_EMOTE_LOG];log_src=[LOGSRC_CLIENT]'>Emote log</a> | "
dat += "<a href='?_src_=holder;[HrefToken()];individuallog=[REF(M)];log_type=[INDIVIDUAL_OOC_LOG];log_src=[LOGSRC_CLIENT]'>OOC log</a> | "
dat += "<a href='?_src_=holder;[HrefToken()];individuallog=[REF(M)];log_type=[INDIVIDUAL_SHOW_ALL_LOG];log_src=[LOGSRC_CLIENT]'>Show all</a> | "
dat += "<a href='?_src_=holder;[HrefToken()];individuallog=[REF(M)];log_type=[type];log_src=[LOGSRC_CLIENT]'>Refresh</a></center>"
else
dat += "<p> No client attached to mob </p>"
dat += "<hr style='background:#000000; border:0; height:1px'>"
dat += "<center><p>Mob</p></center>"
//Add the links for the mob specific log
dat += "<center><a href='?_src_=holder;[HrefToken()];individuallog=[REF(M)];log_type=[INDIVIDUAL_ATTACK_LOG];log_src=[LOGSRC_MOB]'>Attack log</a> | "
dat += "<a href='?_src_=holder;[HrefToken()];individuallog=[REF(M)];log_type=[INDIVIDUAL_SAY_LOG];log_src=[LOGSRC_MOB]'>Say log</a> | "
dat += "<a href='?_src_=holder;[HrefToken()];individuallog=[REF(M)];log_type=[INDIVIDUAL_EMOTE_LOG];log_src=[LOGSRC_MOB]'>Emote log</a> | "
dat += "<a href='?_src_=holder;[HrefToken()];individuallog=[REF(M)];log_type=[INDIVIDUAL_OOC_LOG];log_src=[LOGSRC_MOB]'>OOC log</a> | "
dat += "<a href='?_src_=holder;[HrefToken()];individuallog=[REF(M)];log_type=[INDIVIDUAL_SHOW_ALL_LOG];log_src=[LOGSRC_MOB]'>Show all</a> | "
dat += "<a href='?_src_=holder;[HrefToken()];individuallog=[REF(M)];log_type=[type];log_src=[LOGSRC_MOB]'>Refresh</a></center>"
dat += "<hr style='background:#000000; border:0; height:1px'>"
var/log_source = M.logging;
if(source == LOGSRC_CLIENT && M.client) //if client doesn't exist just fall back to the mob log
log_source = M.client.player_details.logging //should exist, if it doesn't that's a bug, don't check for it not existing
if(type == INDIVIDUAL_SHOW_ALL_LOG)
dat += "<center>Displaying all [source] logs of [key_name(M)]</center><br><hr>"
for(var/log_type in log_source)
dat += "<center><b>[log_type]</b></center><br>"
var/list/reversed = log_source[log_type]
if(islist(reversed))
reversed = reverseRange(reversed.Copy())
for(var/entry in reversed)
dat += "<font size=2px>[entry]: [reversed[entry]]</font><br>"
dat += "<hr>"
else
dat += "<center>[source] [type] of [key_name(M)]</center><br>"
var/list/reversed = log_source[type]
if(reversed)
reversed = reverseRange(reversed.Copy())
for(var/entry in reversed)
dat += "<font size=2px>[entry]: [reversed[entry]]</font><hr>"
usr << browse(dat, "window=invidual_logging_[key_name(M)];size=600x480")