Some more pathfinding coding implemented, some debugging shown of what valid movements are;
Seems it now manages to properly dodge other enemies, items and the player. Next up should be implementing some code that encourages enemies further away from the player, to also pick an ever closer destination towards the player.
Haven't decided how to determine this yet though. I kind of want a cheap 'compass pointing to player' based movement decision making, not a pre-calculated path to the player.
I'm aware it may look a bit weird, but the following screenshot should clarify what happens ; yellow is the start position, green the path and red the final destination: