--悪夢の鉄檻
function c58775978.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_POSITION)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(c58775978.target)
	e1:SetOperation(c58775978.activate)
	c:RegisterEffect(e1)
	--cannot attack
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetCode(EFFECT_CANNOT_ATTACK_ANNOUNCE)
	e2:SetRange(LOCATION_SZONE)
	e2:SetTargetRange(LOCATION_MZONE,LOCATION_MZONE)
	c:RegisterEffect(e2)
	--remain field
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_SINGLE)
	e3:SetCode(EFFECT_REMAIN_FIELD)
	c:RegisterEffect(e3)
end
function c58775978.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	--destroy
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e1:SetCode(EVENT_PHASE+PHASE_END)
	e1:SetCountLimit(1)
	e1:SetRange(LOCATION_SZONE)
	e1:SetCondition(c58775978.descon)
	e1:SetOperation(c58775978.desop)
	e1:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END+RESET_OPPO_TURN,2)
	e:GetHandler():RegisterEffect(e1)
	e:GetHandler():RegisterFlagEffect(1082946,RESET_PHASE+PHASE_END+RESET_OPPO_TURN,0,2)
	c58775978[e:GetHandler()]=e1
end
function c58775978.activate(e,tp,eg,ep,ev,re,r,rp)
	e:GetHandler():SetTurnCounter(0)
end
function c58775978.descon(e,tp,eg,ep,ev,re,r,rp)
	return tp~=Duel.GetTurnPlayer()
end
function c58775978.desop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local ct=c:GetTurnCounter()
	ct=ct+1
	c:SetTurnCounter(ct)
	if ct==2 then
		Duel.Destroy(c,REASON_RULE)
		c:ResetFlagEffect(1082946)
	end
end
