I'm trying to sort a vector of items. As mentioned in the code comments, the ordering should be:

Participants with more action points (`mAp`) go first. When there is a tie, participants with the same disposition (`mDisposition`) as the initiator of the battle (`mBattleInitiator`) go first.

The following code (simplified example) crashes on macOS, presumably due to my sort implementation being incorrect:

```
#include <QtCore>

class AiComponent
{
public:
    enum Disposition {
        Friendly,
        Hostile
    };

    AiComponent(Disposition disposition) : mDisposition(disposition) {}
    ~AiComponent() { qDebug() << "Destroying AiComponent"; }

    Disposition mDisposition;
};

class BattleManager
{
public:
    BattleManager() : mBattleInitiator(AiComponent::Hostile) {}

    class Turn {
    public:
        Turn() : mAp(1) {}

        Turn(QSharedPointer<AiComponent> aiComponent) :
            mAiComponent(aiComponent),
            mAp(1)
        {
        }

        Turn(const Turn &rhs) :
            mAiComponent(rhs.mAiComponent),
            mAp(1)
        {
        }

        QSharedPointer<AiComponent> mAiComponent;
        int mAp;
    };

    void addToTurnQueue(QSet<QSharedPointer<AiComponent>> aiComponents);

    AiComponent::Disposition mBattleInitiator;
    QVector<Turn> mTurnQueue;
    Turn mActive;
};

void BattleManager::addToTurnQueue(QSet<QSharedPointer<AiComponent> > aiComponents)
{
    foreach (auto aiComponent, aiComponents) {
        mTurnQueue.append(Turn(aiComponent));
    }

    // Sort the participants so that ones with more action points (mAp) go first.
    // When there is a tie, participants with the same disposition (mDisposition)
    // as the initiator of the battle (mBattleInitiator) go first.
    std::sort(mTurnQueue.begin(), mTurnQueue.end(), [=](const Turn &a, const Turn &b) {
        if (a.mAp > b.mAp)
            return true;

        if (a.mAp < b.mAp)
            return false;

        // At this point, a.mAp is equal to b.mAp, so we must resolve the tie
        // based on mDisposition.
        if (a.mAiComponent->mDisposition == mBattleInitiator)
            return true;

        if (b.mAiComponent->mDisposition == mBattleInitiator)
            return false;

        return false;
    });
}

int main(int /*argc*/, char */*argv*/[])
{
    BattleManager battleManager;

    for (int i = 0; i < 20; ++i) {
        qDebug() << "iteration" << i;

        QSet<QSharedPointer<AiComponent>> participants;

        AiComponent::Disposition disposition = i % 2 == 0 ? AiComponent::Hostile : AiComponent::Friendly;
        QSharedPointer<AiComponent> ai(new AiComponent(disposition));
        participants.insert(ai);

        battleManager.addToTurnQueue(participants);
    }

    // This should print (1 1), (1 1), ... (1 0), (1 0)
    foreach (auto turn, battleManager.mTurnQueue) {
        qDebug() << "(" << turn.mAp << turn.mAiComponent->mDisposition << ")";
    }

    return 0;
}

```

I've looked into other answers on the topic. Most of them just say "implement it as a > b", which won't work in my case. There are a few that seem relevant but don't help me:

* <https://stackoverflow.com/a/16824720/904422> - says that other standard algorithms will work but doesn't mention any concrete examples
* <https://stackoverflow.com/a/33508373/904422> - confusing, seems like overkill

What is the simplest way to achieve what I'm after?