After extensive research in path-finding algorithms, I decided upon the ubiquitous A*. Then, after days of trying to implement it, using many different techniques from just simple std::vector<Node*> lists to a much more complex and efficient std::priority_queue<Node> binary heap, I gave up. None of them worked properly, obviously due to faults in my programming, but I simple couldn't figure it out.
So I settled on a different approach: pre-defined movement paths. Obviously, this would significantly dumb-down AI decision-making, but I had to at least get something working. The map worked fine, but, again, after days of tweaking and planning and modifying, I couldn't even get the enemy tank to follow the path. I used a rather strange approach with lots of vector math and collision detection, which probably wasn't necessary. The algorithm (in pseudo-code) looked something like this:
Target = FindNearestPath
End
Update:
If reached Target
Target = FindNextTile
If no Target
Turn 3 degrees
Else
Adjust angle and drive.
End
FindNearestPath:
Find tile with minimum distance to entity.
Return tile
FindNextTile:
For each tile in AI map
If tile collides with line-of-sight
and tile not collides with entity
Return tile
Return no tile