The first steps towards implementing the AI have been committed. The AI will be split into actions that are built each time the CPU turn begins. Movement for CPU units will be made of 3 algorithms, one for moving closer, another for taking cover, and another one to flee from player-controlled units. They will be triggered depending on several factors.
The shooting component will be a separate component but, in a nutshell, the
shooting mechanics will be validated each time CPU units move onto a new tile.
CPU units will also have personality profiles that dictated how defensive or
aggressive they behave in battle.
Stay safe!