Thanks. Yeah, enemies use exactly the same functions as the player to act. They even have limited vision like the player and create their own objectives to increase vision if there aren't enough viable targets.
Enemies can do partial angles rather than limited to multiples of 10... but I offset that with a bit of randomness. A skilled player should always win. By the end it was pretty clear that I needed to embrace the chaos a bit, to give more room for physics and dynamic terrain to shine :)