scoreboard players set min rng 1
scoreboard players set max rng 7
function rng:interval

execute if score out rng matches 1..1 run setblock ~ ~ ~ structure_block{mode:"LOAD",name:"rooms:floor_3/enemy_open_cave"} replace
execute if score out rng matches 1..1 run tag @s add open_cave
execute if score out rng matches 2..2 run setblock ~ ~ ~ structure_block{mode:"LOAD",name:"rooms:floor_3/enemy_youknowwho_storage"} replace
execute if score out rng matches 2..2 run tag @s add youknowwho_storage
execute if score out rng matches 3..3 run setblock ~ ~ ~ structure_block{mode:"LOAD",name:"rooms:floor_3/enemy_bottled_ship"} replace
execute if score out rng matches 3..3 run tag @s add bottled_ship
execute if score out rng matches 4..4 run setblock ~ ~ ~ structure_block{mode:"LOAD",name:"rooms:floor_3/enemy_youknowwho_temple"} replace
execute if score out rng matches 4..4 run tag @s add youknowwho_temple
execute if score out rng matches 5..5 run setblock ~ ~ ~ structure_block{mode:"LOAD",name:"rooms:floor_3/enemy_hermit_crab_rush"} replace
execute if score out rng matches 5..5 run tag @s add hermit_crab_rush
execute if score out rng matches 6..6 run setblock ~ ~ ~ structure_block{mode:"LOAD",name:"rooms:floor_3/enemy_ravine"} replace
execute if score out rng matches 6..6 run tag @s add ravine
execute if score out rng matches 7..7 run setblock ~ ~ ~ structure_block{mode:"LOAD",name:"rooms:floor_3/enemy_coral_reef"} replace
execute if score out rng matches 7..7 run tag @s add coral_reef
