# In lobby
execute unless score game state matches 2.. run function lobby:tick

# Generating
execute if score game state matches 1 run function generate:tick

# In game
# 2 is for delay wait (rat boots problem in the drop)
execute if score game state matches 3 run function game:0_tick


# ----------- Debugging --------------
# Mobs
# ====
# function rooms:debugging/mob

# Doors
# =====
# function rooms:debugging/doors

# Gates
# =====
# function rooms:debugging/gates

# Holder
# =====
#function rooms:debugging/holder

# Room
# ====
#execute as @e[type=marker,tag=center] at @s positioned ~ ~32 ~ run function rooms:debugging/room_distance
#execute at @a as @e[type=marker,tag=center,sort=nearest,limit=1] at @s run function rooms:debugging/room_state
