How can i fix AI pathfinding?

i am making a horror game based on identity fraud, but when i near the npc…
IM JUST GONNA SHAKE SHAKE SHAKE SHAKE /mj
anyways, the problem is, the npc just… starts dancing around like crazy.
how can i fix this?
code:

local Character = script.Parent
local Humanoid = Character.Humanoid
local PathfindingService = game:GetService("PathfindingService")
Character.PrimaryPart:SetNetworkOwner(nil)

local function findTarget()
	local players = game.Players:GetPlayers()
	local maxDistance = 40
	local nearestTarget
	
	for i, player in pairs(players) do
		if player.Character then
			local target = player.Character
			local distance = (Character.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
			
			if distance < maxDistance then
				nearestTarget = target
				maxDistance = distance
			end
		end
	end
	
	return nearestTarget
end

local function GetPath(destination)
	local path = PathfindingService:CreatePath()

	path:ComputeAsync(Character.HumanoidRootPart.Position, destination.Position)

	return path
end

local function attack(target)
	local distance = (Character.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
	
	if distance > 2 then
		Humanoid:MoveTo(target.HumanoidRootPart.Position)
	else
		game.ReplicatedStorage.ChaseEnd:FireClient(game.Players:GetPlayerFromCharacter(target))
		target.Humanoid.Health = 0
		local newhumd = game.Players:GetHumanoidDescriptionFromUserId(game.Players:GetPlayerFromCharacter(target).UserId)
		Humanoid:ApplyDescription(newhumd)
		if Character.Head:FindFirstChild("face") then
			Character.Head.face.Texture = "rbxassetid://" .. 16332986504
		end
	end
end

local function walkTo(destination)
	local path = GetPath(destination)
	
	if path.Status == Enum.PathStatus.Success then
		for i, waypoint in pairs(path:GetWaypoints()) do
			local target = findTarget()
			if target then
				Humanoid.WalkSpeed = 20
				attack(target)
				game.ReplicatedStorage.ChaseBegin:FireClient(game.Players:GetPlayerFromCharacter(target))
				break
			else
					game.ReplicatedStorage.ChaseEnd:FireAllClients()
				Humanoid.WalkSpeed = 16
				Humanoid:MoveTo(waypoint.Position)
				Humanoid.MoveToFinished:Wait()
			end
		end
	else
		Humanoid:MoveTo(destination.Position - (Character.HumanoidRootPart.CFrame.LookVector) * 10)
	end
end

local function patrol()
	local waypoints = workspace.Waypoints:GetChildren()
	local randomNum = math.random(1, #waypoints)
	walkTo(waypoints[randomNum])
end

while wait() do

	patrol()
end

--Humanoid:MoveTo(workspace.destination.Position)
--Humanoid.MoveToFinished:Wait()