How to stop tween from reversing

Kind of a complicated problem. My project is stringing together has a chain of tweens that after a timer are supposed to transition into a single tween or another chain depending on where the wheels current y rotation and the final stop angle are. The problem is creating the logic to determine whether or not the second chain is needed or if the final tween can run without reversing the rotation. I’m making sure the x and z rotations stay at 0 using this:

RotTween.prototype.getY = function(quat)
{
    var entityForward = new pc.Vec3();
    quat.transformVector(pc.Vec3.FORWARD, entityForward);
    
    return Math.atan2(-entityForward.x, -entityForward.z) * pc.math.RAD_TO_DEG;
};

I also do some other stuff to make sure the value returned is between 0 and 360 instead of -180 and 180. The question is, how do I make it so that for every outcome where the wheel will rotate counter clockwise to the final point, the wheel will rotate clockwise instead.

EDIT: Thought I’d add links to the project and scripts: Project: https://playcanvas.com/editor/scene/593817 Scripts: https://playcanvas.com/editor/code/532971?tabs=11771429 (WheelTwee.js and RotTween.js are similar, but RotTween.js is where the code above is used)(line 92 in RotTween.js is where I attempt to stop the counter clockwise rotation)