<commit_before>/* Contains code for thief goal and its related sub-goals. */

import RG from './rg';
import {Goal, GoalBase, GoalStatus} from './goals';
import {Random} from './random';
import {Cell} from './map.cell';
import {Brain} from './brain';
import * as Component from './component';
import {TCoord} from './interfaces';

type ItemBase = import('./item').ItemBase;
type SentientActor = import('./actor').SentientActor;

const {
    GOAL_ACTIVE,
    GOAL_COMPLETED} = GoalStatus;
const RNG = Random.getRNG();

/* With this Goal, an actor can search a house for interesting features,
 * such as items to pick up. */
export class GoalSearchHouse extends GoalBase {

    public floorCells: Cell[];
    public door: TCoord;
    public searchTime: number;

    constructor(actor: SentientActor) {
        super(actor);
        this.setType('GoalSearchHouse');
        const cell = actor.getCell();
        if (cell.hasDoor()) {
            this.door = cell.getXY();<commit_msg>Changed import to type import<commit_after>/* Contains code for thief goal and its related sub-goals. */

import RG from './rg';
import {Goal, GoalBase, GoalStatus} from './goals';
import {Random} from './random';
import {Brain} from './brain';
import * as Component from './component';
import {TCoord} from './interfaces';

type Cell = import('./map.cell').Cell;
type ItemBase = import('./item').ItemBase;
type SentientActor = import('./actor').SentientActor;

const {
    GOAL_ACTIVE,
    GOAL_COMPLETED} = GoalStatus;
const RNG = Random.getRNG();

/* With this Goal, an actor can search a house for interesting features,
 * such as items to pick up. */
export class GoalSearchHouse extends GoalBase {

    public floorCells: Cell[];
    public door: TCoord;
    public searchTime: number;

    constructor(actor: SentientActor) {
        super(actor);
        this.setType('GoalSearchHouse');
        const cell = actor.getCell();
        if (cell.hasDoor()) {
            this.door = cell.getXY();
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