public override void Update(float deltaTime)
        {
            if (IsClient)
            {
                return;
            }
            if (!swarmSpawned && level.CheckBeaconActive())
            {
                State = 1;

                Vector2 spawnPos = level.BeaconStation.WorldPosition;
                spawnPos.Y += level.BeaconStation.GetDockedBorders().Height * 1.5f;

                var availablePositions = Level.Loaded.PositionsOfInterest.FindAll(p =>
                                                                                  p.PositionType == Level.PositionType.MainPath ||
                                                                                  p.PositionType == Level.PositionType.SidePath);
                availablePositions.RemoveAll(p => Level.Loaded.ExtraWalls.Any(w => w.IsPointInside(p.Position.ToVector2())));
                availablePositions.RemoveAll(p => Submarine.FindContaining(p.Position.ToVector2()) != null);

                if (availablePositions.Any())
                {
                    Level.InterestingPosition?closestPos = null;
                    float closestDist = float.PositiveInfinity;
                    foreach (var pos in availablePositions)
                    {
                        float dist = Vector2.DistanceSquared(pos.Position.ToVector2(), level.BeaconStation.WorldPosition);
                        if (dist < closestDist)
                        {
                            closestDist = dist;
                            closestPos  = pos;
                        }
                    }
                    if (closestPos.HasValue)
                    {
                        spawnPos = closestPos.Value.Position.ToVector2();
                    }
                }

                int amount = Rand.Range(monsterCountRange.X, monsterCountRange.Y + 1);
                for (int i = 0; i < amount; i++)
                {
                    CoroutineManager.InvokeAfter(() =>
                    {
                        //round ended before the coroutine finished
                        if (GameMain.GameSession == null || Level.Loaded == null)
                        {
                            return;
                        }
                        Entity.Spawner.AddToSpawnQueue(monsterSpeciesName, spawnPos);
                    }, Rand.Range(0f, amount));
                }
                swarmSpawned = true;
            }
        }