@@ -244,12 +244,13 @@ <h2 id="journal-title">SIGNAL LOG</h2>
244244
245245 // Interaction targets reserve their tile so the player stops facing them.
246246 const npcOnTile = isTileOccupiedByNPC ( tx , ty , null ) ;
247- const fragmentOnTile = getUncollectedFragmentAt ( tx , ty ) ;
247+ const fragmentOnTile = getActiveFragmentAt ( tx , ty ) ;
248248 if ( npcOnTile || fragmentOnTile || ! isWalkable ( tx , ty ) ) {
249249 // BLOCKED
250250 player . state = 'BLOCKED' ;
251251 player . bumpDir = dir ;
252252 player . bumpProgress = 0 ;
253+ if ( fragmentOnTile && ! fragmentOnTile . discovered ) showStatus ( 'SIGNAL INTERFERENCE · SCAN' ) ;
253254 return ;
254255 }
255256
@@ -839,7 +840,7 @@ <h2 id="journal-title">SIGNAL LOG</h2>
839840// PATHFINDING
840841// ══════════════════════════════════════════════════════
841842function findPath ( sx , sy , ex , ey ) {
842- const isPlayerWalkable = ( x , y ) => isWalkable ( x , y ) && ! getUncollectedFragmentAt ( x , y ) ;
843+ const isPlayerWalkable = ( x , y ) => isWalkable ( x , y ) && ! getActiveFragmentAt ( x , y ) ;
843844 return findWorldPath ( sx , sy , ex , ey , isPlayerWalkable , { allowNearest : false } ) ;
844845}
845846
@@ -1009,6 +1010,14 @@ <h2 id="journal-title">SIGNAL LOG</h2>
10091010}
10101011
10111012function resetQuest ( ) {
1013+ const occupiedSignalSite = signalFragments . some ( fragment => (
1014+ entityOccupiesTile ( player , fragment . x , fragment . y ) ||
1015+ isTileReserved ( npcs , fragment . x , fragment . y , null )
1016+ ) ) ;
1017+ if ( occupiedSignalSite ) {
1018+ showStatus ( 'CLEAR SIGNAL SITES BEFORE RESTART' , 2.5 ) ;
1019+ return false ;
1020+ }
10121021 for ( const fragment of signalFragments ) {
10131022 fragment . discovered = false ;
10141023 fragment . collected = false ;
@@ -1020,6 +1029,7 @@ <h2 id="journal-title">SIGNAL LOG</h2>
10201029 updateQuestUI ( ) ;
10211030 updateJournal ( ) ;
10221031 showStatus ( 'SIGNAL SEARCH RESTARTED' , 2 ) ;
1032+ return true ;
10231033}
10241034
10251035function requestQuestReset ( confirmReset ) {
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