I was curious as to whether the following scenario is safe.
I have the following class definitions:
class ActiveStatusEffect
{
public:
    StatusEffect* effect;
    mutable int ReminaingTurns;
    ActiveStatusEffect() : ReminaingTurns(0)
    {
    }
    //Other unimportant stuff down here
}
I then store a group of these inside an std::set as follows:
struct ASECmp
{
    bool operator ()(const StatusEffects::ActiveStatusEffect &eff1, const StatusEffects::ActiveStatusEffect &eff2)
    {
        return eff1.effect->GetPriority() < eff2.effect->GetPriority();
    }
};
std::set<StatusEffects::ActiveStatusEffect, ASECmp> ActiveStatusEffects;
I mark RemainingTurns as mutable because I want to be able to change it without haing to constantly erase/insert into the set. I.e.
void BaseCharacter::Tick(Battles::BattleField &field, int ticks)
{
    for (auto effect = ActiveStatusEffects.begin(); effect != ActiveStatusEffects.end();)// ++index)
    {
           auto next = effect;
            ++next;
        if (effect->effect->HasFlag(StatusEffects::STATUS_FLAGS::TickEffect) && effect->ReminaingTurns > 0)
        {                       
            effect->effect->TickCharacter(*this, field, ticks);
            --effect->ReminaingTurns;
        }
        if (effect->ReminaingTurns == 0)
        {
            ActiveStatusEffects.erase(effect);
        }
        effect = next;
    }
}
I'm concerned because it seems possible for this to mess up the ordering within the set, meaning I can't guarantee the set will always be sorted by effect->GetPrority()
If that's true, is there a safe way (such as not have RemainingTurns form part of the key) to do this besides copying, modifying, erasing then inserting what I need to change?
EDIT:
@ildjarn - sorry, I didn't think that mattered. It just returns an int stored within StatusEffect. That int is guaranteed not to change over the runtime of the program.
int StatusEffect::GetPriority() const
{
    return StatusPriority;
}