text: #ifndef GAMES_SALOON_COWBOY_H
  #define GAMES_SALOON_COWBOY_H
  
  // Cowboy
  // A person on the map that can move around and interact within the saloon.
  
  // DO NOT MODIFY THIS FILE
  // Never try to directly create an instance of this class, or modify its member variables.
  // Instead, you should only be reading its variables and calling its functions.
  
  #include <vector>
  #include <queue>
  #include <deque>
  #include <unordered_map>
  #include <string>
  #include <initializer_list>
  
  #include "../../joueur/src/any.hpp"
  
  #include "game_object.hpp"
  
  #include "impl/saloon_fwd.hpp"
  
  // <<-- Creer-Merge: includes -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
  // you can add additional #includes here
  // <<-- /Creer-Merge: includes -->>
  
  namespace cpp_client
  {
  
  namespace saloon
  {
  
  /// <summary>
  /// A person on the map that can move around and interact within the saloon.
  /// </summary>
  class Cowboy_ : public Game_object_
  {
  public:
  
      /// <summary>
      /// If the Cowboy can be moved this turn via its owner.
      /// </summary>
      const bool& can_move;
  
      /// <summary>
      /// The direction this Cowboy is moving while drunk. Will be 'North', 'East', 'South', or 'West' when drunk; or '' (empty string) when not drunk.
      /// </summary>
      const std::string& drunk_direction;
  
      /// <summary>
      /// How much focus this Cowboy has. Different Jobs do different things with their Cowboy's focus.
      /// </summary>
      const int& focus;
  
      /// <summary>
      /// How much health this Cowboy currently has.
      /// </summary>
      const int& health;
  
      /// <summary>
      /// If this Cowboy is dead and has been removed from the game.
      /// </summary>
      const bool& is_dead;
  
      /// <summary>
      /// If this Cowboy is drunk, and will automatically walk.
      /// </summary>
      const bool& is_drunk;
  
      /// <summary>
      /// The job that this Cowboy does, and dictates how they fight and interact within the Saloon.
      /// </summary>
      const std::string& job;
  
      /// <summary>
      /// The Player that owns and can control this Cowboy.
      /// </summary>
      const Player& owner;
  
      /// <summary>
      /// The Tile that this Cowboy is located on.
      /// </summary>
      const Tile& tile;
  
      /// <summary>
      /// How many times this unit has been drunk before taking their siesta and reseting this to 0.
      /// </summary>
      const int& tolerance;
  
      /// <summary>
      /// How many turns this unit has remaining before it is no longer busy and can `act()` or `play()` again.
      /// </summary>
      const int& turns_busy;
  
      // <<-- Creer-Merge: member variables -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
      // You can add additional member variables here. None of them will be tracked or updated by the server.
      // <<-- /Creer-Merge: member variables -->>
  
  
      /// <summary>
      /// does their job's action on a _tile.
      /// </summary>
      /// <param name="tile"> The Tile you want this Cowboy to act on. </param>
      /// <param name="drunk_direction"> The direction the bottle will cause drunk cowboys to be in, can be 'North', 'East', 'South', or 'West'. </param>
      bool act(const Tile& tile, const std::string& drunk_direction = "");
  
      /// <summary>
      /// moves this _cowboy from its current _tile to an adjacent _tile.
      /// </summary>
      /// <param name="tile"> The Tile you want to move this Cowboy to. </param>
      bool move(const Tile& tile);
  
      /// <summary>
      /// sits down and plays a piano.
      /// </summary>
      /// <param name="piano"> The Furnishing that is a piano you want to play. </param>
      bool play(const Furnishing& piano);
  
  
     // <<-- Creer-Merge: methods -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
     // You can add additional methods here.
     // <<-- /Creer-Merge: methods -->>
  
     ~Cowboy_();
  
     // ####################
     // Don't edit these!
     // ####################
     /// \cond FALSE
     Cowboy_(std::initializer_list<std::pair<std::string, Any&&>> init);
     Cowboy_() : Cowboy_({}){}
     virtual void resize(const std::string& name, std::size_t size) override;
     virtual void change_vec_values(const std::string& name, std::vector<std::pair<std::size_t, Any>>& values) override;
     virtual void remove_key(const std::string& name, Any& key) override;
     virtual std::unique_ptr<Any> add_key_value(const std::string& name, Any& key, Any& value) override;
     virtual bool is_map(const std::string& name) override;
     virtual void rebind_by_name(Any* to_change, const std::string& member, std::shared_ptr<Base_object> ref) override;
      /// \endcond
      // ####################
      // Don't edit these!
      // ####################
  };
  
  } // saloon
  
  } // cpp_client
  
  #endif // GAMES_SALOON_COWBOY_H
  