def __init__(
      self,
      memory: MemoryT,
      players: PlayersT,
      clock_now: Callable[[], datetime.datetime],
      pre_event_fn: Callable[[PreEventFnArgsT], str] | None = None,
      post_event_fn: Callable[[PostEventFnArgsT], str] | None = None,
      name: str = '    \n',
      verbose: bool = False,
  ):
    """Initialize a component to track how events change inventories.

    Args:
      memory: an associative memory
      players: sequence of players who have an inventory and will observe it.
      clock_now: Function to call to get current time.
      pre_event_fn: function to call with the action attempt before
        computing the event. It returns a string to log.
      post_event_fn: function to call with the event statement.
      name: the name of this component e.g. Possessions, Account, Property, etc
      verbose: whether to print the full update chain of thought or not
    """
    self._verbose = verbose

    self._memory = memory
    self._name = name
    self._clock_now = clock_now

    self._pre_event_fn = pre_event_fn
    self._post_event_fn = post_event_fn
    self._players = players

    self._current_scene = current_scene.CurrentScene(
        name='current scene type',
        memory=self._memory,
        clock_now=self._clock_now,
        verbose=self._verbose,
    )

    self._latest_update_log = None
Initialize a component to track how events change inventories.

    Args:
      memory: an associative memory
      players: sequence of players who have an inventory and will observe it.
      clock_now: Function to call to get current time.
      pre_event_fn: function to call with the action attempt before
        computing the event. It returns a string to log.
      post_event_fn: function to call with the event statement.
      name: the name of this component e.g. Possessions, Account, Property, etc
      verbose: whether to print the full update chain of thought or not
    
concordia/components/game_master/deprecated/triggered_function.py