public override async Task <bool> BehaviorRoutine()
        {
            if (await base.BehaviorRoutine())
            {
                return(true);
            }
            if (IsDone)
            {
                return(false);
            }

            if (!QuestHelper.QuestContainedInQuestLog(QuestID) || QuestHelper.GetQuestFromQuestLog(QuestID).IsCompleted)
            {
                return(false);
            }

            if (Building.WorkOrder == null || Building.WorkOrder.TotalWorkorderStartups() == 0)
            {
                return(false);
            }

            if (await StartMovement.MoveTo())
            {
                return(true);
            }

            if (GossipHelper.IsOpen)
            {
                GossipFrame.Instance.SelectGossipOption(0);
                await CommonCoroutines.SleepForRandomUiInteractionTime();

                return(true);
            }

            if (LuaCommands.IsGarrisonCapacitiveDisplayFrame())
            {
                if (!LuaCommands.ClickStartOrderButtonEnabled())
                {
                    Building.CheckedWorkOrderStartUp = true;
                    GarrisonBase.Log("Order Button Disabled!");
                    return(false);
                }


                LuaCommands.ClickStartOrderButton();
                await CommonCoroutines.SleepForRandomUiInteractionTime();

                await CommonCoroutines.SleepForLagDuration();

                return(true);
            }

            if (InteractionObject != null && InteractionObject.IsValid)
            {
                if (InteractionObject.WithinInteractRange)
                {
                    TreeRoot.StatusText = String.Format("Behavior {0} Quest NPC Interact", Type.ToString());
                    InteractionObject.Interact();
                    await CommonCoroutines.SleepForRandomUiInteractionTime();

                    return(true);
                }

                if (_npcMovement == null)
                {
                    _npcMovement = new Movement(InteractionObject.Location, InteractionObject.InteractRange - 0.25f);
                }

                await _npcMovement.ClickToMove(false);

                return(true);
            }

            return(false);
        }