import { CONSTANTS } from "./Constants";
import { Player } from "./Player";

import { dialogBoxCreate } from "../utils/DialogBox";
import { formatNumber } from "../utils/StringHelperFunctions";
import { Reputation } from "./ui/React/Reputation";

import { addOffset } from "../utils/helpers/addOffset";
import { getRandomInt } from "../utils/helpers/getRandomInt";
import { isString } from "../utils/helpers/isString";

import { clearEventListeners } from "../utils/uiHelpers/clearEventListeners";
import { Router } from "./ui/GameRoot";

// For some reason `jsplumb` needs to be imported exactly like this,
// lowercase p, and later in the code used as `jsPlumb` uppercase P. wtf.
// eslint-disable-next-line @typescript-eslint/no-unused-vars
import jsplumb from "jsplumb";

import React from "react";
import ReactDOM from "react-dom";

let inMission = false; // Flag to denote whether a mission is running
let currMission = null;
function setInMission(bool, mission) {
  inMission = bool;
  if (bool) {
    currMission = mission;
  } else {
    currMission = null;
  }
}

// Keyboard shortcuts
$(document).keydown(function (e) {
  if (inMission && currMission && currMission.selectedNode.length != 0) {
    switch (e.keyCode) {
      case 65: // a for Attack
        currMission.actionButtons[0].click();
        break;
      case 83: // s for Scan
        currMission.actionButtons[1].click();
        break;
      case 87: // w for Weaken
        currMission.actionButtons[2].click();
        break;
      case 70: // f for Fortify
        currMission.actionButtons[3].click();
        break;
      case 82: // r for Overflow
        currMission.actionButtons[4].click();
        break;
      case 68: // d for Detach connection
        currMission.actionButtons[5].click();
        break;
      default:
        break;
    }
  }
});

let NodeTypes = {
  Core: "CPU Core Node", // All actions available
  Firewall: "Firewall Node", // No actions available
  Database: "Database Node", // No actions available
  Spam: "Spam Node", // No actions Available
  Transfer: "Transfer Node", // Can Weaken, Scan, Fortify and Overflow
  Shield: "Shield Node", // Can Fortify
};

let NodeActions = {
  Attack: "Attacking", // Damaged based on attack stat + hacking level + opp def
  Scan: "Scanning", // -Def for target, affected by attack and hacking level
  Weaken: "Weakening", // -Attack for target, affected by attack and hacking level
  Fortify: "Fortifying", // +Defense for Node, affected by hacking level
  Overflow: "Overflowing", // +Attack but -Defense for Node, affected by hacking level
};

function Node(type, stats) {
  this.type = type;
  this.atk = stats.atk ? stats.atk : 0;
  this.def = stats.def ? stats.def : 0;
  this.hp = stats.hp ? stats.hp : 0;
  this.maxhp = this.hp;
  this.plyrCtrl = false;
  this.enmyCtrl = false;
  this.pos = [0, 0]; // x, y
  this.el = null; // Holds the Node's DOM element
  this.action = null;
  this.targetedCount = 0; // Count of how many connections this node is the target of

  /**
   * Holds the JsPlumb Connection object for this Node, where this Node is the Source (since each Node
   * can only have 1 outgoing Connection)
   */
  this.conn = null;
}

Node.prototype.setPosition = function (x, y) {
  this.pos = [x, y];
};

Node.prototype.setControlledByPlayer = function () {
  this.plyrCtrl = true;
  this.enmyCtrl = false;
  if (this.el) {
    this.el.classList.remove("hack-mission-enemy-node");
    this.el.classList.add("hack-mission-player-node");
  }
};

Node.prototype.setControlledByEnemy = function () {
  this.plyrCtrl = false;
  this.enmyCtrl = true;
  if (this.el) {
    this.el.classList.remove("hack-mission-player-node");
    this.el.classList.add("hack-mission-enemy-node");
  }
};

// Sets this node to be the active node
Node.prototype.select = function (actionButtons) {
  if (this.enmyCtrl) {
    return;
  }
  this.el.classList.add("hack-mission-player-node-active");

  // Make all buttons inactive
  for (var i = 0; i < actionButtons.length; ++i) {
    actionButtons[i].classList.remove("a-link-button");
    actionButtons[i].classList.add("a-link-button-inactive");
  }

  switch (this.type) {
    case NodeTypes.Core:
      // All buttons active
      for (var i = 0; i < actionButtons.length; ++i) {
        actionButtons[i].classList.remove("a-link-button-inactive");
        actionButtons[i].classList.add("a-link-button");
      }
      break;
    case NodeTypes.Transfer:
      actionButtons[1].classList.remove("a-link-button-inactive");
      actionButtons[1].classList.add("a-link-button");
      actionButtons[2].classList.remove("a-link-button-inactive");
      actionButtons[2].classList.add("a-link-button");
      actionButtons[3].classList.remove("a-link-button-inactive");
      actionButtons[3].classList.add("a-link-button");
      actionButtons[4].classList.remove("a-link-button-inactive");
      actionButtons[4].classList.add("a-link-button");
      actionButtons[5].classList.remove("a-link-button-inactive");
      actionButtons[5].classList.add("a-link-button");
      break;
    case NodeTypes.Shield:
    case NodeTypes.Firewall:
      actionButtons[3].classList.remove("a-link-button-inactive");
      actionButtons[3].classList.add("a-link-button");
      break;
    default:
      break;
  }
};

Node.prototype.deselect = function (actionButtons) {
  this.el.classList.remove("hack-mission-player-node-active");
  for (var i = 0; i < actionButtons.length; ++i) {
    actionButtons[i].classList.remove("a-link-button");
    actionButtons[i].classList.add("a-link-button-inactive");
  }
};

Node.prototype.untarget = function () {
  if (this.targetedCount === 0) {
    console.warn(`Node ${this.el.id} is being 'untargeted' when it has no target count`);
    return;
  }
  --this.targetedCount;
};

/**
 * Hacking mission instance
 * @param rep {number} How much reputation the player has for the faction
 * @param fac {Faction} Faction for which this mission is being conducted
 */
function HackingMission(rep, fac) {
  this.faction = fac;

  this.started = false;
  this.time = 180000; // 5 minutes to start, milliseconds

  this.playerCores = [];
  this.playerNodes = []; // Non-core nodes
  this.playerAtk = 0;
  this.playerDef = 0;

  this.enemyCores = [];
  this.enemyDatabases = [];
  this.enemyNodes = []; // Non-core nodes
  this.enemyAtk = 0;
  this.enemyDef = 0;

  this.miscNodes = [];

  this.selectedNode = []; // Which of the player's nodes are currently selected

  this.actionButtons = []; // DOM buttons for actions

  this.availablePositions = [];
  for (var r = 0; r < 8; ++r) {
    for (var c = 0; c < 8; ++c) {
      this.availablePositions.push([r, c]);
    }
  }

  this.map = [];
  for (var i = 0; i < 8; ++i) {
    this.map.push([null, null, null, null, null, null, null, null]);
  }

  this.jsplumbinstance = null;

  this.difficulty = rep / CONSTANTS.HackingMissionRepToDiffConversion + 1;
  this.reward = 250 + rep / CONSTANTS.HackingMissionRepToRewardConversion;
}

HackingMission.prototype.init = function () {
  // Create Header DOM
  this.createPageDom();

  // Create player starting nodes
  var home = Player.getHomeComputer();
  for (var i = 0; i < home.cpuCores; ++i) {
    var stats = {
      atk: Player.hacking_skill / 7.5 + 30,
      def: Player.hacking_skill / 20,
      hp: Player.hacking_skill / 4,
    };
    this.playerCores.push(new Node(NodeTypes.Core, stats));
    this.playerCores[i].setControlledByPlayer();
    this.setNodePosition(this.playerCores[i], i, 0);
    this.removeAvailablePosition(i, 0);
  }

  // Randomly generate enemy nodes (CPU and Firewall) based on difficulty
  var numNodes = Math.min(8, Math.max(1, Math.round(this.difficulty / 4)));
  var numFirewalls = Math.min(20, getRandomInt(Math.round(this.difficulty / 3), Math.round(this.difficulty / 3) + 1));
  var numDatabases = Math.min(10, getRandomInt(1, Math.round(this.difficulty / 3) + 1));
  var totalNodes = numNodes + numFirewalls + numDatabases;
  var xlimit = 7 - Math.floor(totalNodes / 8);
  var randMult = addOffset(0.8 + this.difficulty / 5, 10);
  for (var i = 0; i < numNodes; ++i) {
    var stats = {
      atk: randMult * getRandomInt(80, 86),
      def: randMult * getRandomInt(5, 10),
      hp: randMult * getRandomInt(210, 230),
    };
    this.enemyCores.push(new Node(NodeTypes.Core, stats));
    this.enemyCores[i].setControlledByEnemy();
    this.setNodeRandomPosition(this.enemyCores[i], xlimit);
  }
  for (var i = 0; i < numFirewalls; ++i) {
    var stats = {
      atk: 0,
      def: randMult * getRandomInt(10, 20),
      hp: randMult * getRandomInt(275, 300),
    };
    this.enemyNodes.push(new Node(NodeTypes.Firewall, stats));
    this.enemyNodes[i].setControlledByEnemy();
    this.setNodeRandomPosition(this.enemyNodes[i], xlimit);
  }
  for (var i = 0; i < numDatabases; ++i) {
    var stats = {
      atk: 0,
      def: randMult * getRandomInt(30, 55),
      hp: randMult * getRandomInt(210, 275),
    };
    var node = new Node(NodeTypes.Database, stats);
    node.setControlledByEnemy();
    this.setNodeRandomPosition(node, xlimit);
    this.enemyDatabases.push(node);
  }
  this.calculateDefenses();
  this.calculateAttacks();
  this.createMap();
};

HackingMission.prototype.createPageDom = function () {
  var container = document.getElementById("mission-container");

  var favorMult = 1 + this.faction.favor / 100;
  var gain = this.reward * Player.faction_rep_mult * favorMult;
  var headerText = document.createElement("p");
  ReactDOM.render(
    <>
      You are about to start a hacking mission! You will gain {Reputation(gain)} faction reputation with{" "}
      {this.faction.name} if you win. Click the 'Start' button to begin.
    </>,
    headerText,
  );
  headerText.style.display = "block";
  headerText.classList.add("hack-mission-header-element");
  headerText.style.width = "80%";

  var inGameGuideBtn = document.createElement("a");
  inGameGuideBtn.innerText = "How to Play";
  inGameGuideBtn.classList.add("a-link-button");
  inGameGuideBtn.style.display = "inline-block";
  inGameGuideBtn.classList.add("hack-mission-header-element");
  inGameGuideBtn.addEventListener("click", function () {
    dialogBoxCreate(CONSTANTS.HackingMissionHowToPlay);
    return false;
  });

  // Start button will get replaced with forfeit when game is started
  var startBtn = document.createElement("a");
  startBtn.innerHTML = "Start";
  startBtn.setAttribute("id", "hack-mission-start-btn");
  startBtn.classList.add("a-link-button");
  startBtn.classList.add("hack-mission-header-element");
  startBtn.style.display = "inline-block";
  startBtn.addEventListener("click", () => {
    this.start();
    return false;
  });

  var forfeitMission = document.createElement("a");
  forfeitMission.innerHTML = "Forfeit Mission (Exit)";
  forfeitMission.classList.add("a-link-button");
  forfeitMission.classList.add("hack-mission-header-element");
  forfeitMission.style.display = "inline-block";
  forfeitMission.addEventListener("click", () => {
    this.finishMission(false);
    return false;
  });

  var timer = document.createElement("p");
  timer.setAttribute("id", "hacking-mission-timer");
  timer.style.display = "inline-block";
  timer.style.margin = "6px";

  // Create Action Buttons (Attack/Scan/Weaken/ etc...)
  var actionsContainer = document.createElement("span");
  actionsContainer.style.display = "block";
  actionsContainer.classList.add("hack-mission-action-buttons-container");
  for (var i = 0; i < 6; ++i) {
    this.actionButtons.push(document.createElement("a"));
    this.actionButtons[i].style.display = "inline-block";
    this.actionButtons[i].classList.add("a-link-button-inactive"); // Disabled at start
    this.actionButtons[i].classList.add("tooltip"); // Disabled at start
    this.actionButtons[i].classList.add("hack-mission-header-element");
    actionsContainer.appendChild(this.actionButtons[i]);
  }
  this.actionButtons[0].innerText = "Attack(a)";
  var atkTooltip = document.createElement("span");
  atkTooltip.classList.add("tooltiptexthigh");
  atkTooltip.innerText =
    "Lowers the targeted node's HP. The effectiveness of this depends on " +
    "this node's Attack level, your hacking level, and the opponent's defense level.";
  this.actionButtons[0].appendChild(atkTooltip);
  this.actionButtons[1].innerText = "Scan(s)";
  var scanTooltip = document.createElement("span");
  scanTooltip.classList.add("tooltiptexthigh");
  scanTooltip.innerText =
    "Lowers the targeted node's defense. The effectiveness of this depends on " +
    "this node's Attack level, your hacking level, and the opponent's defense level.";
  this.actionButtons[1].appendChild(scanTooltip);
  this.actionButtons[2].innerText = "Weaken(w)";
  var WeakenTooltip = document.createElement("span");
  WeakenTooltip.classList.add("tooltiptexthigh");
  WeakenTooltip.innerText =
    "Lowers the targeted node's attack. The effectiveness of this depends on " +
    "this node's Attack level, your hacking level, and the opponent's defense level.";
  this.actionButtons[2].appendChild(WeakenTooltip);
  this.actionButtons[3].innerText = "Fortify(f)";
  var fortifyTooltip = document.createElement("span");
  fortifyTooltip.classList.add("tooltiptexthigh");
  fortifyTooltip.innerText =
    "Raises this node's Defense level. The effectiveness of this depends on " + "your hacking level";
  this.actionButtons[3].appendChild(fortifyTooltip);
  this.actionButtons[4].innerText = "Overflow(r)";
  var overflowTooltip = document.createElement("span");
  overflowTooltip.classList.add("tooltiptexthigh");
  overflowTooltip.innerText =
    "Raises this node's Attack level but lowers its Defense level. The effectiveness " +
    "of this depends on your hacking level.";
  this.actionButtons[4].appendChild(overflowTooltip);
  this.actionButtons[5].innerText = "Drop Connection(d)";
  var dropconnTooltip = document.createElement("span");
  dropconnTooltip.classList.add("tooltiptexthigh");
  dropconnTooltip.innerText =
    "Removes this Node's current connection to some target Node, if it has one. This can " +
    "also be done by simply clicking the white connection line.";
  this.actionButtons[5].appendChild(dropconnTooltip);

  // Player/enemy defense displays will be in action container
  var playerStats = document.createElement("p");
  var enemyStats = document.createElement("p");
  playerStats.style.display = "inline-block";
  enemyStats.style.display = "inline-block";
  playerStats.style.color = "#00ccff";
  enemyStats.style.color = "red";
  playerStats.style.margin = "4px";
  enemyStats.style.margin = "4px";
  playerStats.setAttribute("id", "hacking-mission-player-stats");
  enemyStats.setAttribute("id", "hacking-mission-enemy-stats");
  actionsContainer.appendChild(playerStats);
  actionsContainer.appendChild(enemyStats);

  // Set Action Button event listeners
  this.actionButtons[0].addEventListener("click", () => {
    if (!(this.selectedNode.length > 0)) {
      console.error("Pressing Action button without selected node");
      return;
    }
    if (this.selectedNode[0].type !== NodeTypes.Core) {
      return;
    }
    this.setActionButtonsActive(this.selectedNode[0].type);
    this.setActionButton(NodeActions.Attack, false); // Set attack button inactive
    this.selectedNode.forEach(function (node) {
      node.action = NodeActions.Attack;
    });
  });

  this.actionButtons[1].addEventListener("click", () => {
    if (!(this.selectedNode.length > 0)) {
      console.error("Pressing Action button without selected node");
      return;
    }
    var nodeType = this.selectedNode[0].type; // In a multiselect, every Node will have the same type
    if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {
      return;
    }
    this.setActionButtonsActive(nodeType);
    this.setActionButton(NodeActions.Scan, false); // Set scan button inactive
    this.selectedNode.forEach(function (node) {
      node.action = NodeActions.Scan;
    });
  });

  this.actionButtons[2].addEventListener("click", () => {
    if (!(this.selectedNode.length > 0)) {
      console.error("Pressing Action button without selected node");
      return;
    }
    var nodeType = this.selectedNode[0].type; // In a multiselect, every Node will have the same type
    if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {
      return;
    }
    this.setActionButtonsActive(nodeType);
    this.setActionButton(NodeActions.Weaken, false); // Set Weaken button inactive
    this.selectedNode.forEach(function (node) {
      node.action = NodeActions.Weaken;
    });
  });

  this.actionButtons[3].addEventListener("click", () => {
    if (!(this.selectedNode.length > 0)) {
      console.error("Pressing Action button without selected node");
      return;
    }
    this.setActionButtonsActive(this.selectedNode[0].type);
    this.setActionButton(NodeActions.Fortify, false); // Set Fortify button inactive
    this.selectedNode.forEach(function (node) {
      node.action = NodeActions.Fortify;
    });
  });

  this.actionButtons[4].addEventListener("click", () => {
    if (!(this.selectedNode.length > 0)) {
      console.error("Pressing Action button without selected node");
      return;
    }
    var nodeType = this.selectedNode[0].type;
    if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {
      return;
    }
    this.setActionButtonsActive(nodeType);
    this.setActionButton(NodeActions.Overflow, false); // Set Overflow button inactive
    this.selectedNode.forEach(function (node) {
      node.action = NodeActions.Overflow;
    });
  });

  this.actionButtons[5].addEventListener("click", () => {
    if (!(this.selectedNode.length > 0)) {
      console.error("Pressing Action button without selected node");
      return;
    }
    this.selectedNode.forEach(function (node) {
      if (node.conn) {
        var endpoints = node.conn.endpoints;
        endpoints[0].detachFrom(endpoints[1]);
      }
      node.action = NodeActions.Fortify;
    });
  });

  var timeDisplay = document.createElement("p");

  container.appendChild(headerText);
  container.appendChild(inGameGuideBtn);
  container.appendChild(startBtn);
  container.appendChild(forfeitMission);
  container.appendChild(timer);
  container.appendChild(actionsContainer);
  container.appendChild(timeDisplay);
};

HackingMission.prototype.setActionButtonsInactive = function () {
  for (var i = 0; i < this.actionButtons.length; ++i) {
    this.actionButtons[i].classList.remove("a-link-button");
    this.actionButtons[i].classList.add("a-link-button-inactive");
  }
};

HackingMission.prototype.setActionButtonsActive = function (nodeType = null) {
  for (var i = 0; i < this.actionButtons.length; ++i) {
    this.actionButtons[i].classList.add("a-link-button");
    this.actionButtons[i].classList.remove("a-link-button-inactive");
  }

  /**
   * For Transfer, FireWall and Shield Nodes, certain buttons should always be disabled
   * 0 = Attack, 1 = Scan, 2 = Weaken, 3 = Fortify, 4 = overflow, 5 = Drop conn
   */
  if (nodeType) {
    switch (nodeType) {
      case NodeTypes.Firewall:
      case NodeTypes.Shield:
        this.actionButtons[0].classList.remove("a-link-button");
        this.actionButtons[0].classList.add("a-link-button-inactive");
        this.actionButtons[1].classList.remove("a-link-button");
        this.actionButtons[1].classList.add("a-link-button-inactive");
        this.actionButtons[2].classList.remove("a-link-button");
        this.actionButtons[2].classList.add("a-link-button-inactive");
        this.actionButtons[4].classList.remove("a-link-button");
        this.actionButtons[4].classList.add("a-link-button-inactive");
        this.actionButtons[5].classList.remove("a-link-button");
        this.actionButtons[5].classList.add("a-link-button-inactive");
        break;
      case NodeTypes.Transfer:
        this.actionButtons[0].classList.remove("a-link-button");
        this.actionButtons[0].classList.add("a-link-button-inactive");
        break;
      default:
        break;
    }
  }
};

// True for active, false for inactive
HackingMission.prototype.setActionButton = function (i, active = true) {
  if (isString(i)) {
    switch (i) {
      case NodeActions.Attack:
        i = 0;
        break;
      case NodeActions.Scan:
        i = 1;
        break;
      case NodeActions.Weaken:
        i = 2;
        break;
      case NodeActions.Fortify:
        i = 3;
        break;
      case NodeActions.Overflow:
      default:
        i = 4;
        break;
    }
  }
  if (active) {
    this.actionButtons[i].classList.remove("a-link-button-inactive");
    this.actionButtons[i].classList.add("a-link-button");
  } else {
    this.actionButtons[i].classList.remove("a-link-button");
    this.actionButtons[i].classList.add("a-link-button-inactive");
  }
};

HackingMission.prototype.calculateAttacks = function () {
  var total = 0;
  for (var i = 0; i < this.playerCores.length; ++i) {
    total += this.playerCores[i].atk;
  }
  for (var i = 0; i < this.playerNodes.length; ++i) {
    total += this.playerNodes[i].atk;
  }
  this.playerAtk = total;
  document.getElementById("hacking-mission-player-stats").innerHTML =
    "Player Attack: " + formatNumber(this.playerAtk, 1) + "<br>" + "Player Defense: " + formatNumber(this.playerDef, 1);
  total = 0;
  for (var i = 0; i < this.enemyCores.length; ++i) {
    total += this.enemyCores[i].atk;
  }
  for (var i = 0; i < this.enemyDatabases.length; ++i) {
    total += this.enemyDatabases[i].atk;
  }
  for (var i = 0; i < this.enemyNodes.length; ++i) {
    total += this.enemyNodes[i].atk;
  }
  this.enemyAtk = total;
  document.getElementById("hacking-mission-enemy-stats").innerHTML =
    "Enemy Attack: " + formatNumber(this.enemyAtk, 1) + "<br>" + "Enemy Defense: " + formatNumber(this.enemyDef, 1);
};

HackingMission.prototype.calculateDefenses = function () {
  var total = 0;
  for (var i = 0; i < this.playerCores.length; ++i) {
    total += this.playerCores[i].def;
  }
  for (var i = 0; i < this.playerNodes.length; ++i) {
    total += this.playerNodes[i].def;
  }
  this.playerDef = total;
  document.getElementById("hacking-mission-player-stats").innerHTML =
    "Player Attack: " + formatNumber(this.playerAtk, 1) + "<br>" + "Player Defense: " + formatNumber(this.playerDef, 1);
  total = 0;
  for (var i = 0; i < this.enemyCores.length; ++i) {
    total += this.enemyCores[i].def;
  }
  for (var i = 0; i < this.enemyDatabases.length; ++i) {
    total += this.enemyDatabases[i].def;
  }
  for (var i = 0; i < this.enemyNodes.length; ++i) {
    total += this.enemyNodes[i].def;
  }
  this.enemyDef = total;
  document.getElementById("hacking-mission-enemy-stats").innerHTML =
    "Enemy Attack: " + formatNumber(this.enemyAtk, 1) + "<br>" + "Enemy Defense: " + formatNumber(this.enemyDef, 1);
};

HackingMission.prototype.removeAvailablePosition = function (x, y) {
  for (var i = 0; i < this.availablePositions.length; ++i) {
    if (this.availablePositions[i][0] === x && this.availablePositions[i][1] === y) {
      this.availablePositions.splice(i, 1);
      return;
    }
  }
  console.warn(`removeAvailablePosition() did not remove ${x}, ${y}`);
};

HackingMission.prototype.setNodePosition = function (nodeObj, x, y) {
  if (!(nodeObj instanceof Node)) {
    console.warn("Non-Node object passed into setNodePOsition");
    return;
  }
  if (isNaN(x) || isNaN(y)) {
    console.error(`Invalid values (${x}, ${y}) passed as (x, y) for setNodePosition`);
    return;
  }
  nodeObj.pos = [x, y];
  this.map[x][y] = nodeObj;
};

HackingMission.prototype.setNodeRandomPosition = function (nodeObj, xlimit = 0) {
  var i = getRandomInt(0, this.availablePositions.length - 1);
  if (this.availablePositions[i][1] < xlimit) {
    // Recurse if not within limit
    return this.setNodeRandomPosition(nodeObj, xlimit);
  }
  var pos = this.availablePositions.splice(i, 1);
  pos = pos[0];
  this.setNodePosition(nodeObj, pos[0], pos[1]);
};

HackingMission.prototype.createMap = function () {
  // Use a grid
  var map = document.createElement("div");
  map.classList.add("hack-mission-grid");
  map.setAttribute("id", "hacking-mission-map");
  document.getElementById("mission-container").appendChild(map);

  // Create random Nodes for every space in the map that
  // hasn't been filled yet. The stats of each Node will be based on
  // the player/enemy attack
  var averageAttack = (this.playerAtk + this.enemyAtk) / 2;
  for (var x = 0; x < 8; ++x) {
    for (var y = 0; y < 8; ++y) {
      if (!(this.map[x][y] instanceof Node)) {
        var node,
          type = getRandomInt(0, 2);
        var randMult = addOffset(0.85 + this.difficulty / 2, 15);
        switch (type) {
          case 0: // Spam
            var stats = {
              atk: 0,
              def: averageAttack * 1.1 + getRandomInt(15, 45),
              hp: randMult * getRandomInt(200, 225),
            };
            node = new Node(NodeTypes.Spam, stats);
            break;
          case 1: // Transfer
            var stats = {
              atk: 0,
              def: averageAttack * 1.1 + getRandomInt(15, 45),
              hp: randMult * getRandomInt(250, 275),
            };
            node = new Node(NodeTypes.Transfer, stats);
            break;
          case 2: // Shield
          default:
            var stats = {
              atk: 0,
              def: averageAttack * 1.1 + getRandomInt(30, 70),
              hp: randMult * getRandomInt(300, 320),
            };
            node = new Node(NodeTypes.Shield, stats);
            break;
        }
        this.setNodePosition(node, x, y);
        this.removeAvailablePosition(x, y);
        this.miscNodes.push(node);
      }
    }
  }

  // Create DOM elements in order
  for (var r = 0; r < 8; ++r) {
    for (var c = 0; c < 8; ++c) {
      this.createNodeDomElement(this.map[r][c]);
    }
  }

  // Configure all Player CPUS
  for (var i = 0; i < this.playerCores.length; ++i) {
    this.configurePlayerNodeElement(this.playerCores[i].el);
  }
};

HackingMission.prototype.createNodeDomElement = function (nodeObj) {
  var nodeDiv = document.createElement("a"),
    txtEl = document.createElement("p");
  nodeObj.el = nodeDiv;

  // Set the node element's id based on its coordinates
  var id = "hacking-mission-node-" + nodeObj.pos[0] + "-" + nodeObj.pos[1];
  nodeDiv.setAttribute("id", id);
  txtEl.setAttribute("id", id + "-txt");

  // Set node classes for owner
  nodeDiv.classList.add("hack-mission-node");
  if (nodeObj.plyrCtrl) {
    nodeDiv.classList.add("hack-mission-player-node");
  } else if (nodeObj.enmyCtrl) {
    nodeDiv.classList.add("hack-mission-enemy-node");
  }

  // Set node classes based on type
  var txt;
  switch (nodeObj.type) {
    case NodeTypes.Core:
      txt = "CPU Core<br>" + "HP: " + formatNumber(nodeObj.hp, 1);
      nodeDiv.classList.add("hack-mission-cpu-node");
      break;
    case NodeTypes.Firewall:
      txt = "Firewall<br>" + "HP: " + formatNumber(nodeObj.hp, 1);
      nodeDiv.classList.add("hack-mission-firewall-node");
      break;
    case NodeTypes.Database:
      txt = "Database<br>" + "HP: " + formatNumber(nodeObj.hp, 1);
      nodeDiv.classList.add("hack-mission-database-node");
      break;
    case NodeTypes.Spam:
      txt = "Spam<br>" + "HP: " + formatNumber(nodeObj.hp, 1);
      nodeDiv.classList.add("hack-mission-spam-node");
      break;
    case NodeTypes.Transfer:
      txt = "Transfer<br>" + "HP: " + formatNumber(nodeObj.hp, 1);
      nodeDiv.classList.add("hack-mission-transfer-node");
      break;
    case NodeTypes.Shield:
    default:
      txt = "Shield<br>" + "HP: " + formatNumber(nodeObj.hp, 1);
      nodeDiv.classList.add("hack-mission-shield-node");
      break;
  }

  txt += "<br>Atk: " + formatNumber(nodeObj.atk, 1) + "<br>Def: " + formatNumber(nodeObj.def, 1);
  txtEl.innerHTML = txt;

  nodeDiv.appendChild(txtEl);
  document.getElementById("hacking-mission-map").appendChild(nodeDiv);
};

HackingMission.prototype.updateNodeDomElement = function (nodeObj) {
  if (nodeObj.el == null) {
    console.error("Calling updateNodeDomElement on a Node without an element");
    return;
  }

  let id = "hacking-mission-node-" + nodeObj.pos[0] + "-" + nodeObj.pos[1];
  let txtEl = document.getElementById(id + "-txt");

  // Set node classes based on type
  let txt;
  switch (nodeObj.type) {
    case NodeTypes.Core:
      txt = "CPU Core<br>" + "HP: " + formatNumber(nodeObj.hp, 1);
      break;
    case NodeTypes.Firewall:
      txt = "Firewall<br>" + "HP: " + formatNumber(nodeObj.hp, 1);
      break;
    case NodeTypes.Database:
      txt = "Database<br>" + "HP: " + formatNumber(nodeObj.hp, 1);
      break;
    case NodeTypes.Spam:
      txt = "Spam<br>" + "HP: " + formatNumber(nodeObj.hp, 1);
      break;
    case NodeTypes.Transfer:
      txt = "Transfer<br>" + "HP: " + formatNumber(nodeObj.hp, 1);
      break;
    case NodeTypes.Shield:
    default:
      txt = "Shield<br>" + "HP: " + formatNumber(nodeObj.hp, 1);
      break;
  }

  txt += "<br>Atk: " + formatNumber(nodeObj.atk, 1) + "<br>Def: " + formatNumber(nodeObj.def, 1);
  if (nodeObj.action) {
    txt += "<br>" + nodeObj.action;
  }
  txtEl.innerHTML = txt;
};

/**
 * Gets a Node DOM elements corresponding Node object using its
 * element id. Function accepts either the DOM element object or the ID as
 * an argument
 */
HackingMission.prototype.getNodeFromElement = function (el) {
  var id;
  if (isString(el)) {
    id = el;
  } else {
    id = el.id;
  }
  id = id.replace("hacking-mission-node-", "");
  var res = id.split("-");
  if (res.length != 2) {
    console.error("Parsing hacking mission node id. could not find coordinates");
    return null;
  }
  var x = res[0],
    y = res[1];
  if (isNaN(x) || isNaN(y) || x >= 8 || y >= 8 || x < 0 || y < 0) {
    console.error(`Unexpected values (${x}, ${y}) for (x, y)`);
    return null;
  }
  return this.map[x][y];
};

function selectNode(hackMissionInst, el) {
  var nodeObj = hackMissionInst.getNodeFromElement(el);
  if (nodeObj == null) {
    console.error("Failed getting Node object");
  }
  if (!nodeObj.plyrCtrl) {
    return;
  }

  clearAllSelectedNodes(hackMissionInst);
  nodeObj.select(hackMissionInst.actionButtons);
  hackMissionInst.selectedNode.push(nodeObj);
}

function multiselectNode(hackMissionInst, el) {
  var nodeObj = hackMissionInst.getNodeFromElement(el);
  if (nodeObj == null) {
    console.error("Failed getting Node Object in multiselectNode()");
  }
  if (!nodeObj.plyrCtrl) {
    return;
  }

  clearAllSelectedNodes(hackMissionInst);
  var type = nodeObj.type;
  if (type === NodeTypes.Core) {
    hackMissionInst.playerCores.forEach(function (node) {
      node.select(hackMissionInst.actionButtons);
      hackMissionInst.selectedNode.push(node);
    });
  } else {
    hackMissionInst.playerNodes.forEach(function (node) {
      if (node.type === type) {
        node.select(hackMissionInst.actionButtons);
        hackMissionInst.selectedNode.push(node);
      }
    });
  }
}

function clearAllSelectedNodes(hackMissionInst) {
  if (hackMissionInst.selectedNode.length > 0) {
    hackMissionInst.selectedNode.forEach(function (node) {
      node.deselect(hackMissionInst.actionButtons);
    });
    hackMissionInst.selectedNode.length = 0;
  }
}

/**
 * Configures a DOM element representing a player-owned node to
 * be selectable and actionable.
 * Note: Does NOT change its css class. This is handled by Node.setControlledBy...
 */
HackingMission.prototype.configurePlayerNodeElement = function (el) {
  var nodeObj = this.getNodeFromElement(el);
  if (nodeObj == null) {
    console.error("Failed getting Node object");
  }

  // Add event listener
  const selectNodeWrapper = () => {
    selectNode(this, el);
  };
  el.addEventListener("click", selectNodeWrapper);

  const multiselectNodeWrapper = () => {
    multiselectNode(this, el);
  };
  el.addEventListener("dblclick", multiselectNodeWrapper);

  if (el.firstChild) {
    el.firstChild.addEventListener("click", selectNodeWrapper);
  }
};

/**
 * Configures a DOM element representing an enemy-node by removing
 * any event listeners
 */
HackingMission.prototype.configureEnemyNodeElement = function (el) {
  // Deselect node if it was the selected node
  var nodeObj = this.getNodeFromElement(el);
  for (var i = 0; i < this.selectedNode.length; ++i) {
    if (this.selectedNode[i] == nodeObj) {
      nodeObj.deselect(this.actionButtons);
      this.selectedNode.splice(i, 1);
      break;
    }
  }
};

/**
 * Returns bool indicating whether a node is reachable by player
 * by checking if any of the adjacent nodes are owned by the player
 */
HackingMission.prototype.nodeReachable = function (node) {
  var x = node.pos[0],
    y = node.pos[1];
  if (x > 0 && this.map[x - 1][y].plyrCtrl) {
    return true;
  }
  if (x < 7 && this.map[x + 1][y].plyrCtrl) {
    return true;
  }
  if (y > 0 && this.map[x][y - 1].plyrCtrl) {
    return true;
  }
  if (y < 7 && this.map[x][y + 1].plyrCtrl) {
    return true;
  }
  return false;
};

HackingMission.prototype.nodeReachableByEnemy = function (node) {
  if (node == null) {
    return false;
  }
  var x = node.pos[0],
    y = node.pos[1];
  if (x > 0 && this.map[x - 1][y].enmyCtrl) {
    return true;
  }
  if (x < 7 && this.map[x + 1][y].enmyCtrl) {
    return true;
  }
  if (y > 0 && this.map[x][y - 1].enmyCtrl) {
    return true;
  }
  if (y < 7 && this.map[x][y + 1].enmyCtrl) {
    return true;
  }
  return false;
};

HackingMission.prototype.start = function () {
  this.started = true;
  this.initJsPlumb();
  var startBtn = clearEventListeners("hack-mission-start-btn");
  startBtn.classList.remove("a-link-button");
  startBtn.classList.add("a-link-button-inactive");
};

HackingMission.prototype.initJsPlumb = function () {
  var instance = jsPlumb.getInstance({
    DragOptions: { cursor: "pointer", zIndex: 2000 },
    PaintStyle: {
      gradient: {
        stops: [
          [0, "#FFFFFF"],
          [1, "#FFFFFF"],
        ],
      },
      stroke: "#FFFFFF",
      strokeWidth: 8,
    },
  });

  this.jsplumbinstance = instance;

  // All player cores are sources
  for (var i = 0; i < this.playerCores.length; ++i) {
    instance.makeSource(this.playerCores[i].el, {
      deleteEndpointsOnEmpty: true,
      maxConnections: 1,
      anchor: "Continuous",
      connector: "Flowchart",
    });
  }

  // Everything else is a target
  for (var i = 0; i < this.enemyCores.length; ++i) {
    instance.makeTarget(this.enemyCores[i].el, {
      maxConnections: -1,
      anchor: "Continuous",
      connector: "Flowchart",
    });
  }
  for (var i = 0; i < this.enemyDatabases.length; ++i) {
    instance.makeTarget(this.enemyDatabases[i].el, {
      maxConnections: -1,
      anchor: "Continuous",
      connector: ["Flowchart"],
    });
  }
  for (var i = 0; i < this.enemyNodes.length; ++i) {
    instance.makeTarget(this.enemyNodes[i].el, {
      maxConnections: -1,
      anchor: "Continuous",
      connector: "Flowchart",
    });
  }
  for (var i = 0; i < this.miscNodes.length; ++i) {
    instance.makeTarget(this.miscNodes[i].el, {
      maxConnections: -1,
      anchor: "Continuous",
      connector: "Flowchart",
    });
  }

  // Clicking a connection drops it
  instance.bind("click", (conn) => {
    // Cannot drop enemy's connections
    const sourceNode = this.getNodeFromElement(conn.source);
    if (sourceNode.enmyCtrl) {
      return;
    }

    var endpoints = conn.endpoints;
    endpoints[0].detachFrom(endpoints[1]);
  });

  // Connection events
  instance.bind("connection", (info) => {
    var targetNode = this.getNodeFromElement(info.target);

    // Do not detach for enemy nodes
    var thisNode = this.getNodeFromElement(info.source);
    if (thisNode.enmyCtrl) {
      return;
    }

    // If the node is not reachable, drop the connection
    if (!this.nodeReachable(targetNode)) {
      info.sourceEndpoint.detachFrom(info.targetEndpoint);
      return;
    }

    var sourceNode = this.getNodeFromElement(info.source);
    sourceNode.conn = info.connection;
    var targetNode = this.getNodeFromElement(info.target);
    ++targetNode.targetedCount;
  });

  // Detach Connection events
  instance.bind("connectionDetached", (info) => {
    var sourceNode = this.getNodeFromElement(info.source);
    sourceNode.conn = null;
    var targetNode = this.getNodeFromElement(info.target);
    targetNode.untarget();
  });
};

// Drops all connections where the specified node is the source
HackingMission.prototype.dropAllConnectionsFromNode = function (node) {
  var allConns = this.jsplumbinstance.getAllConnections();
  for (var i = allConns.length - 1; i >= 0; --i) {
    if (allConns[i].source == node.el) {
      allConns[i].endpoints[0].detachFrom(allConns[i].endpoints[1]);
    }
  }
};

// Drops all connections where the specified node is the target
HackingMission.prototype.dropAllConnectionsToNode = function (node) {
  var allConns = this.jsplumbinstance.getAllConnections();
  for (var i = allConns.length - 1; i >= 0; --i) {
    if (allConns[i].target == node.el) {
      allConns[i].endpoints[0].detachFrom(allConns[i].endpoints[1]);
    }
  }
  node.beingTargeted = false;
};

var storedCycles = 0;
HackingMission.prototype.process = function (numCycles = 1) {
  if (!this.started) {
    return;
  }
  storedCycles += numCycles;
  if (storedCycles < 2) {
    return;
  } // Only process every 3 cycles minimum

  var res = false;
  // Process actions of all player nodes
  this.playerCores.forEach((node) => {
    res |= this.processNode(node, storedCycles);
  });

  this.playerNodes.forEach((node) => {
    if (node.type === NodeTypes.Transfer || node.type === NodeTypes.Shield || node.type === NodeTypes.Firewall) {
      res |= this.processNode(node, storedCycles);
    }
  });

  // Process actions of all enemy nodes
  this.enemyCores.forEach((node) => {
    this.enemyAISelectAction(node);
    res |= this.processNode(node, storedCycles);
  });

  this.enemyNodes.forEach((node) => {
    if (node.type === NodeTypes.Transfer || node.type === NodeTypes.Shield || node.type === NodeTypes.Firewall) {
      this.enemyAISelectAction(node);
      res |= this.processNode(node, storedCycles);
    }
  });

  // The hp of enemy databases increases slowly
  this.enemyDatabases.forEach((node) => {
    node.maxhp += 0.1 * storedCycles;
    node.hp += 0.1 * storedCycles;
  });

  if (res) {
    this.calculateAttacks();
    this.calculateDefenses();
  }

  // Win if all enemy databases are conquered
  if (this.enemyDatabases.length === 0) {
    this.finishMission(true);
    return;
  }

  // Lose if all your cores are gone
  if (this.playerCores.length === 0) {
    this.finishMission(false);
    return;
  }

  // Defense/hp of misc nodes increases slowly over time
  this.miscNodes.forEach((node) => {
    node.def += 0.1 * storedCycles;
    node.maxhp += 0.05 * storedCycles;
    node.hp += 0.1 * storedCycles;
    if (node.hp > node.maxhp) {
      node.hp = node.maxhp;
    }
    this.updateNodeDomElement(node);
  });

  // Update timer and check if player lost
  this.time -= storedCycles * CONSTANTS._idleSpeed;
  if (this.time <= 0) {
    this.finishMission(false);
    return;
  }
  this.updateTimer();

  storedCycles = 0;
};

// Returns a bool representing whether defenses need to be re-calculated
HackingMission.prototype.processNode = function (nodeObj, numCycles = 1) {
  if (nodeObj.action == null) {
    return;
  }

  var targetNode = null,
    def,
    atk;
  if (nodeObj.conn) {
    if (nodeObj.conn.target != null) {
      targetNode = this.getNodeFromElement(nodeObj.conn.target);
    } else {
      targetNode = this.getNodeFromElement(nodeObj.conn.targetId);
    }

    if (targetNode == null) {
      // Player is in the middle of  dragging the connection,
      // so the target node is null. Do nothing here
    } else if (targetNode.plyrCtrl) {
      def = this.playerDef;
      atk = this.enemyAtk;
    } else if (targetNode.enmyCtrl) {
      def = this.enemyDef;
      atk = this.playerAtk;
    } else {
      // Misc Node
      def = targetNode.def;
      nodeObj.plyrCtrl ? (atk = this.playerAtk) : (atk = this.enemyAtk);
    }
  }

  // Calculations are per second, so divide everything by 5
  var calcStats = false,
    plyr = nodeObj.plyrCtrl;
  var enmyHacking = this.difficulty * CONSTANTS.HackingMissionDifficultyToHacking;
  switch (nodeObj.action) {
    case NodeActions.Attack:
      if (targetNode == null) {
        break;
      }
      if (nodeObj.conn == null) {
        break;
      }
      var dmg = this.calculateAttackDamage(atk, def, plyr ? Player.hacking_skill : enmyHacking);
      targetNode.hp -= (dmg / 5) * numCycles;
      break;
    case NodeActions.Scan:
      if (targetNode == null) {
        break;
      }
      if (nodeObj.conn == null) {
        break;
      }
      var eff = this.calculateScanEffect(atk, def, plyr ? Player.hacking_skill : enmyHacking);
      targetNode.def -= (eff / 5) * numCycles;
      calcStats = true;
      break;
    case NodeActions.Weaken:
      if (targetNode == null) {
        break;
      }
      if (nodeObj.conn == null) {
        break;
      }
      var eff = this.calculateWeakenEffect(atk, def, plyr ? Player.hacking_skill : enmyHacking);
      targetNode.atk -= (eff / 5) * numCycles;
      calcStats = true;
      break;
    case NodeActions.Fortify:
      var eff = this.calculateFortifyEffect(Player.hacking_skill);
      nodeObj.def += (eff / 5) * numCycles;
      calcStats = true;
      break;
    case NodeActions.Overflow:
      var eff = this.calculateOverflowEffect(Player.hacking_skill);
      if (nodeObj.def < eff) {
        break;
      }
      nodeObj.def -= (eff / 5) * numCycles;
      nodeObj.atk += (eff / 5) * numCycles;
      calcStats = true;
      break;
    default:
      console.error(`Invalid Node Action: ${nodeObj.action}`);
      break;
  }

  // Stats can't go below 0
  if (nodeObj.atk < 0) {
    nodeObj.atk = 0;
  }
  if (nodeObj.def < 0) {
    nodeObj.def = 0;
  }
  if (targetNode && targetNode.atk < 0) {
    targetNode.atk = 0;
  }
  if (targetNode && targetNode.def < 0) {
    targetNode.def = 0;
  }

  // Conquering a node
  if (targetNode && targetNode.hp <= 0) {
    var conqueredByPlayer = nodeObj.plyrCtrl;
    targetNode.hp = targetNode.maxhp;
    targetNode.action = null;
    targetNode.conn = null;
    if (this.selectedNode == targetNode) {
      targetNode.deselect(this.actionButtons);
    }

    // The conquered node has its stats reduced
    targetNode.atk /= 2;
    targetNode.def /= 3.5;

    // Flag for whether the target node was a misc node
    var isMiscNode = !targetNode.plyrCtrl && !targetNode.enmyCtrl;

    // Remove all connections from Node
    this.dropAllConnectionsToNode(targetNode);
    this.dropAllConnectionsFromNode(targetNode);

    // Changes the css class and turn the node into a JsPlumb Source/Target
    if (conqueredByPlayer) {
      targetNode.setControlledByPlayer();
      this.jsplumbinstance.unmakeTarget(targetNode.el);
      this.jsplumbinstance.makeSource(targetNode.el, {
        deleteEndpointsOnEmpty: true,
        maxConnections: 1,
        anchor: "Continuous",
        connector: "Flowchart",
      });
    } else {
      targetNode.setControlledByEnemy();
      nodeObj.conn = null; // Clear connection
      this.jsplumbinstance.unmakeSource(targetNode.el);
      this.jsplumbinstance.makeTarget(targetNode.el, {
        maxConnections: -1,
        anchor: "Continuous",
        connector: ["Flowchart"],
      });
    }

    calcStats = true;

    // Helper function to swap nodes between the respective enemyNodes/playerNodes arrays
    function swapNodes(orig, dest, targetNode) {
      for (var i = 0; i < orig.length; ++i) {
        if (orig[i] == targetNode) {
          var node = orig.splice(i, 1);
          node = node[0];
          dest.push(node);
          break;
        }
      }
    }

    switch (targetNode.type) {
      case NodeTypes.Core:
        if (conqueredByPlayer) {
          swapNodes(this.enemyCores, this.playerCores, targetNode);
          this.configurePlayerNodeElement(targetNode.el);
        } else {
          swapNodes(this.playerCores, this.enemyCores, targetNode);
          this.configureEnemyNodeElement(targetNode.el);
        }
        break;
      case NodeTypes.Firewall:
        if (conqueredByPlayer) {
          swapNodes(this.enemyNodes, this.playerNodes, targetNode);
        } else {
          swapNodes(this.playerNodes, this.enemyNodes, targetNode);
          this.configureEnemyNodeElement(targetNode.el);
        }
        break;
      case NodeTypes.Database:
        if (conqueredByPlayer) {
          swapNodes(this.enemyDatabases, this.playerNodes, targetNode);
        } else {
          swapNodes(this.playerNodes, this.enemyDatabases, targetNode);
        }
        break;
      case NodeTypes.Spam:
        if (conqueredByPlayer) {
          swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);
          // Conquering spam node increases time limit
          this.time += CONSTANTS.HackingMissionSpamTimeIncrease;
        } else {
          swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);
        }

        break;
      case NodeTypes.Transfer:
        // Conquering a Transfer node increases the attack of all cores by some percentages
        if (conqueredByPlayer) {
          swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);
          this.playerCores.forEach(function (node) {
            node.atk *= CONSTANTS.HackingMissionTransferAttackIncrease;
          });
          this.configurePlayerNodeElement(targetNode.el);
        } else {
          swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);
          this.enemyCores.forEach(function (node) {
            node.atk *= CONSTANTS.HackingMissionTransferAttackIncrease;
          });
          this.configureEnemyNodeElement(targetNode.el);
        }
        break;
      case NodeTypes.Shield:
        if (conqueredByPlayer) {
          swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);
          this.configurePlayerNodeElement(targetNode.el);
        } else {
          swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);
          this.configureEnemyNodeElement(targetNode.el);
        }
        break;
    }

    // If a misc node was conquered, the defense for all misc nodes increases by some fixed amount
    if (isMiscNode) {
      //&& conqueredByPlayer) {
      this.miscNodes.forEach((node) => {
        if (node.targetedCount === 0) {
          node.def *= CONSTANTS.HackingMissionMiscDefenseIncrease;
        }
      });
    }
  }

  // Update node DOMs
  this.updateNodeDomElement(nodeObj);
  if (targetNode) {
    this.updateNodeDomElement(targetNode);
  }
  return calcStats;
};

// Enemy "AI" for CPU Core and Transfer Nodes
HackingMission.prototype.enemyAISelectAction = function (nodeObj) {
  if (nodeObj == null) {
    return;
  }
  switch (nodeObj.type) {
    case NodeTypes.Core:
      /**
       * Select a single RANDOM target from miscNodes and player's Nodes
       * If it is reachable, it will target it. If not, no target will
       * be selected for now, and the next time process() gets called this will repeat
       */
      if (nodeObj.conn == null) {
        if (this.miscNodes.length === 0) {
          // Randomly pick a player node and attack it if its reachable
          var rand = getRandomInt(0, this.playerNodes.length - 1);
          var node;
          if (this.playerNodes.length === 0) {
            node = null;
          } else {
            node = this.playerNodes[rand];
          }
          if (this.nodeReachableByEnemy(node)) {
            // Create connection
            nodeObj.conn = this.jsplumbinstance.connect({
              source: nodeObj.el,
              target: node.el,
            });
            ++node.targetedCount;
          } else {
            // Randomly pick a player core and attack it if its reachable
            rand = getRandomInt(0, this.playerCores.length - 1);
            if (this.playerCores.length === 0) {
              return; // No Misc Nodes, no player Nodes, no Player cores. Player lost
            } else {
              node = this.playerCores[rand];
            }

            if (this.nodeReachableByEnemy(node)) {
              // Create connection
              nodeObj.conn = this.jsplumbinstance.connect({
                source: nodeObj.el,
                target: node.el,
              });
              ++node.targetedCount;
            }
          }
        } else {
          // Randomly pick a misc node and attack it if its reachable
          var rand = getRandomInt(0, this.miscNodes.length - 1);
          var node = this.miscNodes[rand];
          if (this.nodeReachableByEnemy(node)) {
            nodeObj.conn = this.jsplumbinstance.connect({
              source: nodeObj.el,
              target: node.el,
            });
            ++node.targetedCount;
          }
        }

        // If no connection was made, set the Core to Fortify
        nodeObj.action = NodeActions.Fortify;
      } else {
        // If this node has a selected target
        var targetNode;
        if (nodeObj.conn.target) {
          targetNode = this.getNodeFromElement(nodeObj.conn.target);
        } else {
          targetNode = this.getNodeFromElement(nodeObj.conn.targetId);
        }
        if (targetNode == null) {
          console.error("Error getting Target node Object in enemyAISelectAction()");
        }

        if (targetNode.def > this.enemyAtk + 15) {
          if (nodeObj.def < 50) {
            nodeObj.action = NodeActions.Fortify;
          } else {
            nodeObj.action = NodeActions.Overflow;
          }
        } else if (Math.abs(targetNode.def - this.enemyAtk) <= 15) {
          nodeObj.action = NodeActions.Scan;
        } else {
          nodeObj.action = NodeActions.Attack;
        }
      }
      break;
    case NodeTypes.Transfer:
      // Switch between fortifying and overflowing as necessary
      if (nodeObj.def < 125) {
        nodeObj.action = NodeActions.Fortify;
      } else {
        nodeObj.action = NodeActions.Overflow;
      }
      break;
    case NodeTypes.Firewall:
    case NodeTypes.Shield:
      nodeObj.action = NodeActions.Fortify;
      break;
    default:
      break;
  }
};

var hackEffWeightSelf = 130; // Weight for Node actions on self
var hackEffWeightTarget = 25; // Weight for Node Actions against Target
var hackEffWeightAttack = 80; // Weight for Attack action

// Returns damage per cycle based on stats
HackingMission.prototype.calculateAttackDamage = function (atk, def, hacking = 0) {
  return Math.max(0.55 * (atk + hacking / hackEffWeightAttack - def), 1);
};

HackingMission.prototype.calculateScanEffect = function (atk, def, hacking = 0) {
  return Math.max(0.6 * (atk + hacking / hackEffWeightTarget - def * 0.95), 2);
};

HackingMission.prototype.calculateWeakenEffect = function (atk, def, hacking = 0) {
  return Math.max(atk + hacking / hackEffWeightTarget - def * 0.95, 2);
};

HackingMission.prototype.calculateFortifyEffect = function (hacking = 0) {
  return (0.9 * hacking) / hackEffWeightSelf;
};

HackingMission.prototype.calculateOverflowEffect = function (hacking = 0) {
  return (0.95 * hacking) / hackEffWeightSelf;
};

// Updates timer display
HackingMission.prototype.updateTimer = function () {
  var timer = document.getElementById("hacking-mission-timer");

  // Convert time remaining to a string of the form mm:ss
  var seconds = Math.round(this.time / 1000);
  var minutes = Math.trunc(seconds / 60);
  seconds %= 60;
  var str = ("0" + minutes).slice(-2) + ":" + ("0" + seconds).slice(-2);
  timer.innerText = "Time left: " + str;
};

// The 'win' argument is a bool for whether or not the player won
HackingMission.prototype.finishMission = function (win) {
  inMission = false;
  currMission = null;

  if (win) {
    var favorMult = 1 + this.faction.favor / 100;
    var gain = this.reward * Player.faction_rep_mult * favorMult;
    dialogBoxCreate(
      <>
        Mission won! You earned {Reputation(gain)} reputation with {this.faction.name}
      </>,
    );
    Player.gainIntelligenceExp(Math.pow(this.difficulty * CONSTANTS.IntelligenceHackingMissionBaseExpGain, 0.5));
    this.faction.playerReputation += gain;
  } else {
    dialogBoxCreate("Mission lost/forfeited! You did not gain any faction reputation.");
  }
  Router.toFaction();
};

export { HackingMission, inMission, setInMission, currMission };
