DCSOlympus/backend/core/src/groundunit.cpp

659 lines
23 KiB
C++
Raw Blame History

#include "groundunit.h"
#include "utils.h"
#include "logger.h"
#include "commands.h"
#include "scheduler.h"
#include "defines.h"
#include "unitsmanager.h"
#include <GeographicLib/Geodesic.hpp>
using namespace GeographicLib;
extern Scheduler* scheduler;
extern UnitsManager* unitsManager;
json::value GroundUnit::database = json::value();
extern string instancePath;
#define RANDOM_ZERO_TO_ONE (double)(rand()) / (double)(RAND_MAX)
#define RANDOM_MINUS_ONE_TO_ONE (((double)(rand()) / (double)(RAND_MAX) - 0.5) * 2)
void GroundUnit::loadDatabase(string path) {
std::ifstream ifstream(instancePath + path);
std::stringstream ss;
ss << ifstream.rdbuf();
std::error_code errorCode;
database = json::value::parse(ss.str(), errorCode);
if (database.is_object())
log("GroundUnits database loaded correctly from " + instancePath + path);
else
log("Error reading GroundUnits database file");
}
/* Ground unit */
GroundUnit::GroundUnit(json::value json, unsigned int ID) : Unit(json, ID)
{
log("New Ground Unit created with ID: " + to_string(ID));
setCategory("GroundUnit");
setDesiredSpeed(10);
};
void GroundUnit::setDefaults(bool force)
{
if (!getAlive() || !getControlled() || getHuman() || !getIsLeader()) return;
/* Set the default IDLE state */
setState(State::IDLE);
/* Set the default options */
setROE(ROE::WEAPON_FREE, force);
setOnOff(onOff, force);
setFollowRoads(followRoads, force);
/* Load gun values from database */
if (database.has_object_field(to_wstring(name))) {
json::value databaseEntry = database[to_wstring(name)];
if (databaseEntry.has_number_field(L"barrelHeight"))
setBarrelHeight(databaseEntry[L"barrelHeight"].as_number().to_double());
if (databaseEntry.has_number_field(L"muzzleVelocity"))
setMuzzleVelocity(databaseEntry[L"muzzleVelocity"].as_number().to_double());
if (databaseEntry.has_number_field(L"aimTime"))
setAimTime(databaseEntry[L"aimTime"].as_number().to_double());
if (databaseEntry.has_number_field(L"shotsToFire"))
setShotsToFire(databaseEntry[L"shotsToFire"].as_number().to_uint32());
if (databaseEntry.has_number_field(L"engagementRange"))
setEngagementRange(databaseEntry[L"engagementRange"].as_number().to_double());
if (databaseEntry.has_number_field(L"shotsBaseInterval"))
setShotsBaseInterval(databaseEntry[L"shotsBaseInterval"].as_number().to_double());
if (databaseEntry.has_number_field(L"shotsBaseScatter"))
setShotsBaseScatter(databaseEntry[L"shotsBaseScatter"].as_number().to_double());
if (databaseEntry.has_number_field(L"targetingRange"))
setTargetingRange(databaseEntry[L"targetingRange"].as_number().to_double());
if (databaseEntry.has_number_field(L"aimMethodRange"))
setAimMethodRange(databaseEntry[L"aimMethodRange"].as_number().to_double());
if (databaseEntry.has_number_field(L"acquisitionRange"))
setAcquisitionRange(databaseEntry[L"acquisitionRange"].as_number().to_double());
}
}
void GroundUnit::setState(unsigned char newState)
{
Coords currentTargetPosition = getTargetPosition();
/************ Perform any action required when LEAVING a state ************/
if (newState != state) {
switch (state) {
case State::IDLE: {
break;
}
case State::REACH_DESTINATION: {
break;
}
case State::ATTACK: {
setTargetID(NULL);
break;
}
case State::FIRE_AT_AREA:
case State::SIMULATE_FIRE_FIGHT:
case State::SCENIC_AAA:
case State::MISS_ON_PURPOSE: {
setTargetPosition(Coords(NULL));
break;
}
default:
break;
}
}
/************ Perform any action required when ENTERING a state ************/
switch (newState) {
case State::IDLE: {
setTask("Idle");
setEnableTaskCheckFailed(false);
clearActivePath();
resetActiveDestination();
break;
}
case State::REACH_DESTINATION: {
setTask("Reaching destination");
setEnableTaskCheckFailed(true);
resetActiveDestination();
break;
}
case State::ATTACK: {
setEnableTaskCheckFailed(true);
clearActivePath();
resetActiveDestination();
break;
}
case State::FIRE_AT_AREA: {
setTask("Firing at area");
setTargetPosition(currentTargetPosition);
setEnableTaskCheckFailed(true);
clearActivePath();
resetActiveDestination();
break;
}
case State::SIMULATE_FIRE_FIGHT: {
setTask("Simulating fire fight");
setTargetPosition(currentTargetPosition);
setEnableTaskCheckFailed(false);
clearActivePath();
resetActiveDestination();
break;
}
case State::SCENIC_AAA: {
setTask("Scenic AAA");
setEnableTaskCheckFailed(false);
clearActivePath();
resetActiveDestination();
break;
}
case State::MISS_ON_PURPOSE: {
setTask("Miss on purpose");
setEnableTaskCheckFailed(false);
clearActivePath();
resetActiveDestination();
break;
}
default:
break;
}
setHasTask(false);
resetTaskFailedCounter();
nextTaskingMilliseconds = 0;
log(unitName + " setting state from " + to_string(state) + " to " + to_string(newState));
state = newState;
triggerUpdate(DataIndex::state);
AIloop();
}
void GroundUnit::AIloop()
{
srand(static_cast<unsigned int>(time(NULL)) + ID);
unsigned long timeNow = std::chrono::system_clock::now().time_since_epoch() / std::chrono::milliseconds(1);
double currentAmmo = computeTotalAmmo();
/* Out of ammo */
if (currentAmmo <= shotsToFire && state != State::IDLE) {
setState(State::IDLE);
}
/* Account for unit reloading */
if (currentAmmo < oldAmmo)
totalShellsFired += oldAmmo - currentAmmo;
oldAmmo = currentAmmo;
switch (state) {
case State::IDLE: {
if (getHasTask())
resetTask();
break;
}
case State::REACH_DESTINATION: {
string enrouteTask = "";
bool looping = false;
std::ostringstream taskSS;
taskSS << "{ id = 'FollowRoads', value = " << (getFollowRoads() ? "true" : "false") << " }";
enrouteTask = taskSS.str();
if (activeDestination == NULL || !getHasTask())
{
if (!setActiveDestination())
setState(State::IDLE);
else
goToDestination(enrouteTask);
}
else {
if (isDestinationReached(GROUND_DEST_DIST_THR)) {
if (updateActivePath(looping) && setActiveDestination())
goToDestination(enrouteTask);
else
setState(State::IDLE);
}
}
break;
}
case State::ATTACK: {
Unit* target = unitsManager->getUnit(getTargetID());
if (target != nullptr) {
setTask("Attacking " + target->getUnitName());
if (!getHasTask()) {
/* Send the command */
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'AttackUnit', unitID = " << target->getID() << " }";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
setHasTask(true);
}
}
else {
setState(State::IDLE);
}
break;
}
case State::FIRE_AT_AREA: {
if (!getHasTask()) {
std::ostringstream taskSS;
taskSS.precision(10);
if (targetPosition.alt == NULL) {
taskSS << "{id = 'FireAtPoint', lat = " << targetPosition.lat << ", lng = " << targetPosition.lng << ", radius = 100}";
}
else {
taskSS << "{id = 'FireAtPoint', lat = " << targetPosition.lat << ", lng = " << targetPosition.lng << ", alt = " << targetPosition.alt << ", radius = 100}";
}
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
setHasTask(true);
}
break;
}
case State::SIMULATE_FIRE_FIGHT: {
string taskString = "";
if ((totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) && targetPosition != Coords(NULL)) {
if (scheduler->getLoad() > 100) {
taskString = "Excessive load, skipping tasking of unit";
setTargetPosition(Coords(NULL));
if (getHasTask())
resetTask();
}
else {
/* Get the distance and bearing to the target */
Coords scatteredTargetPosition = targetPosition;
double distance;
double bearing1;
double bearing2;
Geodesic::WGS84().Inverse(getPosition().lat, getPosition().lng, scatteredTargetPosition.lat, scatteredTargetPosition.lng, distance, bearing1, bearing2);
/* Apply a scatter to the aim */
bearing1 += RANDOM_MINUS_ONE_TO_ONE * (ShotsScatter::LOW - shotsScatter + 1) * 10;
/* Compute the scattered position applying a random scatter to the shot */
double scatterDistance = distance * tan(10 /* degs */ * (ShotsScatter::LOW - shotsScatter) / 57.29577 + 2 / 57.29577 /* degs */) * RANDOM_MINUS_ONE_TO_ONE;
Geodesic::WGS84().Direct(scatteredTargetPosition.lat, scatteredTargetPosition.lng, bearing1, scatterDistance, scatteredTargetPosition.lat, scatteredTargetPosition.lng);
/* Recover the data from the database */
bool indirectFire = false;
if (database.has_object_field(to_wstring(name))) {
json::value databaseEntry = database[to_wstring(name)];
if (databaseEntry.has_boolean_field(L"indirectFire"))
indirectFire = databaseEntry[L"indirectFire"].as_bool();
}
/* If the unit is of the indirect fire type, like a mortar, simply shoot at the target */
if (indirectFire) {
taskString += "Simulating fire fight with indirect fire";
log(unitName + "(" + name + ")" + " simulating fire fight with indirect fire");
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'FireAtPoint', lat = " << scatteredTargetPosition.lat << ", lng = " << scatteredTargetPosition.lng << ", radius = 0.01}";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
shellsFiredAtTasking = totalShellsFired;
setHasTask(true);
}
/* Otherwise use the aim method */
else {
taskString += "Simulating fire fight with aim point method. ";
log(unitName + "(" + name + ")" + " simulating fire fight with aim at point method");
string aimTaskString = aimAtPoint(scatteredTargetPosition);
taskString += aimTaskString;
}
/* Wait an amout of time depending on the shots intensity */
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
}
}
if (targetPosition == Coords(NULL))
setState(State::IDLE);
/* Fallback if something went wrong */
if (timeNow >= nextTaskingMilliseconds)
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(3 * 1000);
setTimeToNextTasking(((nextTaskingMilliseconds - timeNow) / 1000.0));
if (taskString.length() > 0)
setTask(taskString);
break;
}
case State::SCENIC_AAA: {
string taskString = "";
/* Only perform scenic functions when the scheduler is "free" */
if (totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) {
if (scheduler->getLoad() > 100) {
taskString = "Excessive load, skipping tasking of unit";
setTargetPosition(Coords(NULL));
if (getHasTask())
resetTask();
}
else {
double distance = 0;
unsigned char unitCoalition = coalition == 0 ? getOperateAs() : coalition;
unsigned char targetCoalition = unitCoalition == 2 ? 1 : 2;
Unit* target = unitsManager->getClosestUnit(this, targetCoalition, { "Aircraft", "Helicopter" }, distance);
/* Recover the data from the database */
bool flak = false;
if (database.has_object_field(to_wstring(name))) {
json::value databaseEntry = database[to_wstring(name)];
if (databaseEntry.has_boolean_field(L"flak"))
flak = databaseEntry[L"flak"].as_bool();
}
/* Only run if an enemy air unit is closer than 20km to avoid useless load */
double activationDistance = 20000;
if (2 * engagementRange > activationDistance)
activationDistance = 2 * engagementRange;
if (target != nullptr && distance < activationDistance /* m */) {
double r = 15; /* m */
double barrelElevation = position.alt + barrelHeight + r * tan(acos(((double)(rand()) / (double)(RAND_MAX))));
double lat = 0;
double lng = 0;
double randomBearing = ((double)(rand()) / (double)(RAND_MAX)) * 360;
Geodesic::WGS84().Direct(position.lat, position.lng, randomBearing, r, lat, lng);
if (flak) {
lat = position.lat + RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
lng = position.lng + RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
barrelElevation = target->getPosition().alt + RANDOM_MINUS_ONE_TO_ONE * (ShotsScatter::LOW - shotsScatter) * 1000;
taskString += "Flak box mode.";
}
else {
taskString += "Scenic AAA. Bearing: " + to_string((int)round(randomBearing)) + "deg";
}
taskString += ". Aim point elevation " + to_string((int)round(barrelElevation - position.alt)) + "m AGL";
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'FireAtPoint', lat = " << lat << ", lng = " << lng << ", alt = " << barrelElevation << ", radius = 0.001 }";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
shellsFiredAtTasking = totalShellsFired;
setHasTask(true);
/* Wait an amout of time depending on the shots intensity */
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
}
else {
setTargetPosition(Coords(NULL));
if (target == nullptr)
taskString += "Scenic AAA. No valid target.";
else
taskString += "Scenic AAA. Target outside max range: " + to_string((int)round(distance)) + "m.";
if (getHasTask())
resetTask();
}
}
}
if (timeNow >= nextTaskingMilliseconds)
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(3 * 1000);
setTimeToNextTasking((nextTaskingMilliseconds - timeNow) / 1000.0);
if (taskString.length() > 0)
setTask(taskString);
break;
}
case State::MISS_ON_PURPOSE: {
string taskString = "";
/* Check that the unit can perform AAA duties */
bool canAAA = false;
if (database.has_object_field(to_wstring(name))) {
json::value databaseEntry = database[to_wstring(name)];
if (databaseEntry.has_boolean_field(L"canAAA"))
canAAA = databaseEntry[L"canAAA"].as_bool();
}
/* Recover the data from the database */
bool flak = false;
if (database.has_object_field(to_wstring(name))) {
json::value databaseEntry = database[to_wstring(name)];
if (databaseEntry.has_boolean_field(L"flak"))
flak = databaseEntry[L"flak"].as_bool();
}
if (canAAA) {
/* Only perform scenic functions when the scheduler is "free" */
/* Only run this when the internal counter reaches 0 to avoid excessive computations when no nearby target */
if (totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) {
if (scheduler->getLoad() > 100) {
taskString = "Excessive load, skipping tasking of unit";
setTargetPosition(Coords(NULL));
if (getHasTask())
resetTask();
}
else {
double distance = 0;
unsigned char unitCoalition = coalition == 0 ? getOperateAs() : coalition;
unsigned char targetCoalition = unitCoalition == 2 ? 1 : 2;
/* Get all the units in range and select one at random */
double range = max(max(engagementRange, aimMethodRange), acquisitionRange);
map<Unit*, double> targets = unitsManager->getUnitsInRange(this, targetCoalition, { "Aircraft", "Helicopter" }, range);
Unit* target = nullptr;
unsigned int index = static_cast<unsigned int>((RANDOM_ZERO_TO_ONE * (targets.size() - 1)));
for (auto const& p : targets) {
if (index-- == 0) {
target = p.first;
distance = p.second;
}
}
/* Only do if we have a valid target close enough for AAA */
if (target != nullptr) {
taskString += "Missing on purpose. Valid target at range: " + to_string((int)round(distance)) + "m";
// Very simplified algorithm ignoring drag
double correctedAimTime = aimTime + distance / muzzleVelocity;
/* If the target is in targeting range and we are in highest precision mode, target it */
if (distance < targetingRange && shotsScatter == ShotsScatter::LOW) {
taskString += ". Range is less than targeting range (" + to_string((int)round(targetingRange)) + "m) and scatter is LOW, aiming at target.";
/* Send the command */
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'AttackUnit', unitID = " << target->getID() << " }";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
shellsFiredAtTasking = totalShellsFired;
setHasTask(true);
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
}
/* Else, do miss on purpose */
else {
/* Compute where the target will be in aimTime seconds. */
double aimDistance = target->getHorizontalVelocity() * correctedAimTime;
double aimLat = 0;
double aimLng = 0;
Geodesic::WGS84().Direct(target->getPosition().lat, target->getPosition().lng, target->getTrack() * 57.29577, aimDistance, aimLat, aimLng); /* TODO make util to convert degrees and radians function */
double aimAlt = target->getPosition().alt + target->getVerticalVelocity();
if (flak) {
aimLat += RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
aimLng += RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
aimAlt += RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 1000;
}
/* Send the command */
if (distance < engagementRange) {
taskString += ". Range is less than engagement range (" + to_string((int)round(engagementRange)) + "m), using FIRE AT POINT method";
/* If the unit is closer than the engagement range, use the fire at point method */
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'FireAtPoint', lat = " << aimLat << ", lng = " << aimLng << ", alt = " << aimAlt << ", radius = 0.001 }";
taskString += ". Aiming altitude " + to_string((int)round((aimAlt - position.alt) / 0.3048)) + "ft AGL";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
shellsFiredAtTasking = totalShellsFired;
setHasTask(true);
setTargetPosition(Coords(aimLat, aimLng, target->getPosition().alt));
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
}
else if (distance < aimMethodRange) {
taskString += ". Range is less than aim method range (" + to_string((int)round(aimMethodRange / 0.3048)) + "ft), using AIM method.";
/* If the unit is closer than the aim method range, use the aim method range */
string aimMethodTask = aimAtPoint(Coords(aimLat, aimLng, aimAlt));
taskString += aimMethodTask;
setTargetPosition(Coords(aimLat, aimLng, target->getPosition().alt));
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
}
else {
taskString += ". Target is not in range of weapon, waking up unit to get ready for tasking.";
/* Else just wake the unit up with an impossible command */
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'FireAtPoint', lat = " << 0 << ", lng = " << 0 << ", alt = " << 0 << ", radius = 0.001, expendQty = " << 0 << " }";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
shellsFiredAtTasking = totalShellsFired;
setHasTask(true);
setTargetPosition(Coords(NULL));
/* Don't wait too long before checking again */
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(5 * 1000);
}
}
missOnPurposeTarget = target;
}
else {
taskString += "Missing on purpose. No target in range.";
setTargetPosition(Coords(NULL));
if (getHasTask())
resetTask();
}
}
}
/* If no valid target was detected */
if (timeNow >= nextTaskingMilliseconds) {
double alertnessTimeConstant = 10; /* s */
if (database.has_object_field(to_wstring(name))) {
json::value databaseEntry = database[to_wstring(name)];
if (databaseEntry.has_number_field(L"alertnessTimeConstant"))
alertnessTimeConstant = databaseEntry[L"alertnessTimeConstant"].as_number().to_double();
}
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>((5 + RANDOM_ZERO_TO_ONE * alertnessTimeConstant) * 1000L);
missOnPurposeTarget = nullptr;
setTargetPosition(Coords(NULL));
}
}
else {
setState(State::IDLE);
}
setTimeToNextTasking((nextTaskingMilliseconds - timeNow) / 1000.0);
if (taskString.length() > 0)
setTask(taskString);
break;
}
default:
break;
}
}
string GroundUnit::aimAtPoint(Coords aimTarget) {
string taskString = "";
double dist;
double bearing1;
double bearing2;
Geodesic::WGS84().Inverse(position.lat, position.lng, aimTarget.lat, aimTarget.lng, dist, bearing1, bearing2);
/* Aim point distance */
double r = 15; /* m */
/* Compute the elevation angle of the gun*/
double deltaHeight = (aimTarget.alt - (position.alt + barrelHeight));
double alpha = 9.81 / 2 * dist * dist / (muzzleVelocity * muzzleVelocity);
double inner = dist * dist - 4 * alpha * (alpha + deltaHeight);
/* Check we can reach the target*/
if (inner > 0) {
/* Compute elevation and bearing */
double barrelElevation = r * (dist - sqrt(inner)) / (2 * alpha);
double lat = 0;
double lng = 0;
Geodesic::WGS84().Direct(position.lat, position.lng, bearing1, r, lat, lng);
taskString = +"Barrel elevation: " + to_string((int) round(barrelElevation)) + "m, bearing: " + to_string((int) round(bearing1)) + "deg";
log(unitName + "(" + name + ")" + " shooting with aim at point method. Barrel elevation: " + to_string(barrelElevation) + "m, bearing: " + to_string(bearing1) + "<EFBFBD>");
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'FireAtPoint', lat = " << lat << ", lng = " << lng << ", alt = " << position.alt + barrelElevation + barrelHeight << ", radius = 0.001}";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
shellsFiredAtTasking = totalShellsFired;
setHasTask(true);
}
else {
log("Target out of range for " + unitName + "(" + name + ")");
taskString = +"Target out of range";
}
return taskString;
}
void GroundUnit::changeSpeed(string change)
{
if (change.compare("stop") == 0)
setState(State::IDLE);
else if (change.compare("slow") == 0)
setDesiredSpeed(getDesiredSpeed() - knotsToMs(5));
else if (change.compare("fast") == 0)
setDesiredSpeed(getDesiredSpeed() + knotsToMs(5));
if (getDesiredSpeed() < 0)
setDesiredSpeed(0);
}
void GroundUnit::setOnOff(bool newOnOff, bool force)
{
if (newOnOff != onOff || force) {
Unit::setOnOff(newOnOff, force);
Command* command = dynamic_cast<Command*>(new SetOnOff(groupName, onOff));
scheduler->appendCommand(command);
}
}
void GroundUnit::setFollowRoads(bool newFollowRoads, bool force)
{
if (newFollowRoads != followRoads || force) {
Unit::setFollowRoads(newFollowRoads, force);
resetActiveDestination(); /* Reset active destination to apply option*/
}
}