--無孔砲塔－ディセイブラスター
local s,id,o=GetID()
function s.initial_effect(c)
	aux.EnablePendulumAttribute(c)
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e1:SetCode(EVENT_CHAIN_SOLVING)
	e1:SetRange(LOCATION_PZONE)
	e1:SetCondition(s.discon)
	e1:SetOperation(s.disop)
	c:RegisterEffect(e1)
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetCode(EFFECT_SPSUMMON_PROC)
	e2:SetProperty(EFFECT_FLAG_UNCOPYABLE)
	e2:SetRange(LOCATION_HAND)
	e2:SetCountLimit(1,id+EFFECT_COUNT_CODE_OATH)
	e2:SetCondition(s.hspcon)
	e2:SetValue(s.hspval)
	c:RegisterEffect(e2)
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e3:SetCode(EVENT_CHAIN_SOLVING)
	e3:SetRange(LOCATION_MZONE)
	e3:SetCondition(s.discon)
	e3:SetOperation(s.disop)
	c:RegisterEffect(e3)
	local e4=Effect.CreateEffect(c)
	e4:SetDescription(aux.Stringid(id,0))
	e4:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e4:SetCode(EVENT_DESTROYED)
	e4:SetProperty(EFFECT_FLAG_DELAY)
	e4:SetCondition(s.pencon)
	e4:SetTarget(s.pentg)
	e4:SetOperation(s.penop)
	c:RegisterEffect(e4)
end
function s.discon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local op,loc,seq2=Duel.GetChainInfo(ev,CHAININFO_TRIGGERING_CONTROLER,CHAININFO_TRIGGERING_LOCATION,CHAININFO_TRIGGERING_SEQUENCE)
	if loc&LOCATION_SZONE~=0 and seq2>4 then return false end
	local seq1=aux.MZoneSequence(c:GetSequence())
	seq2=aux.MZoneSequence(seq2)
	return bit.band(loc,LOCATION_ONFIELD)~=0
		and (op==1-tp and seq1==4-seq2 or op==tp and seq1==seq2)
end
function s.disop(e,tp,eg,ep,ev,re,r,rp)
	Duel.Hint(HINT_CARD,0,id)
	Duel.NegateEffect(ev)
end
function s.hspzone(tp)
	local zone=0
	local lg=Duel.GetFieldGroup(tp,LOCATION_ONFIELD,LOCATION_ONFIELD)
	for tc in aux.Next(lg) do
		zone=bit.bor(zone,tc:GetColumnZone(LOCATION_MZONE,tp))
	end
	return bit.bnot(zone)
end
function s.hspcon(e,c)
	if c==nil then return true end
	local tp=c:GetControler()
	local zone=s.hspzone(tp)
	return Duel.GetLocationCount(tp,LOCATION_MZONE,tp,LOCATION_REASON_TOFIELD,zone)>0
end
function s.hspval(e,c)
	local tp=c:GetControler()
	local zone=s.hspzone(tp)
	return 0,zone
end
function s.pencon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return c:IsPreviousLocation(LOCATION_MZONE) and c:IsFaceup()
end
function s.pentg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.CheckLocation(tp,LOCATION_PZONE,0) or Duel.CheckLocation(tp,LOCATION_PZONE,1) end
end
function s.penop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) then
		Duel.MoveToField(c,tp,tp,LOCATION_PZONE,POS_FACEUP,true)
	end
end