Audiobellum Since you're in a grid based system, you can simply map every cell to a room id. The mapping dictionary can be automatically built at startup by traversing the cells using flood-fill like algorithm and stopping at walls.
This will eliminate any need for manual placement of areas, which may become cumbersome for more "meandering" room plans and corridors (like the green corridor on your screenshot for example)
Once you have the mapping dictionary, it's only a matter of trivial lookup into it whenever the enemy walks into a different cell.