+int
+Sector::calculate_foremost_layer()
+{
+ int layer = 0;
+ std::vector<std::string> secret_area_tilemaps;
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i)
+ {
+ SecretAreaTrigger* trigger = dynamic_cast<SecretAreaTrigger*>(i->get());
+ if (!trigger) continue;
+ secret_area_tilemaps.push_back(trigger->get_fade_tilemap_name());
+ }
+
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i)
+ {
+ TileMap* tm = dynamic_cast<TileMap*>(i->get());
+ if (!tm) continue;
+ if(tm->get_layer() > foremost_layer)
+ {
+ if (std::find(secret_area_tilemaps.begin(), secret_area_tilemaps.end(), tm->get_name())
+ != secret_area_tilemaps.end() || tm->is_solid())
+ {
+ layer = tm->get_layer();
+ }
+ }
+ }
+ return layer;
+}
+
+int
+Sector::get_foremost_layer()
+{
+ return foremost_layer;
+}
+