// Empty, for now
        #endregion


        #region Overrides of CustomForcedBehavior

        public override void OnStart()
        {
            // Hunting ground processing...
            // NB: We had to defer this processing from the constructor, because XElement isn't available
            // to parse child XML nodes until OnStart() is called.
            HuntingGrounds      = HuntingGroundsType.GetOrCreate(Element, "HuntingGrounds", HuntingGroundCenter);
            IsAttributeProblem |= HuntingGrounds.IsAttributeProblem;

            // Let QuestBehaviorBase do basic initializaion of the behavior, deal with bad or deprecated attributes,
            // capture configuration state, install BT hooks, etc.  This will also update the goal text.
            OnStart_QuestBehaviorCore(
                string.Format("Using {0} on {1}",
                              GetItemNameFromId(ItemId),
                              string.Join(", ", MobIds.Select(m => GetMobNameFromId(m)).Distinct())));

            // If the quest is complete, this behavior is already done...
            // So we don't want to falsely inform the user of things that will be skipped.
            if (!IsDone)
            {
                ItemToUse = Me.CarriedItems.FirstOrDefault(i => (i.Entry == ItemId));
                if (ItemToUse == null)
                {
                    LogError("[PROFILE ERROR] Unable to locate in our bags", GetItemNameFromId(ItemId));
                    TreeRoot.Stop();
                    BehaviorDone();
                }

                CurrentHuntingGroundWaypoint = HuntingGrounds.FindFirstWaypoint(Me.Location);
            }
        }