Pathfinding cant decide which waypoint to go to and getting stuck on waypoint

here is the script

local Ignorelist = workspace.D

for i, obj in pairs(Ignorelist:GetDescendants()) do-------Loop through descendants or children to set all parts to false in the ignore list
if obj and obj:IsA(“Model”) then
for i, obj in pairs(Ignorelist:GetDescendants()) do-------Loop through descendants or children to set all parts to false in the ignore list
if obj and obj:IsA(“Part”) then
obj.CanCollide = false

		end
		end
end

end
local Demon = script.Parent
local db = false
local humanoid = Demon.Humanoid
local humanoid2 = game.Workspace.Jumpscare.Body.AnimationController
local attack = Instance.new(“Animation”)
attack.AnimationId = “rbxassetid://13816995744”

Demon.PrimaryPart:SetNetworkOwner(nil)
local PathfindingService = game:GetService(“PathfindingService”)

local function canSeeTarget(target)
local origin = Demon.HumanoidRootPart.Position
local direction = (target.HumanoidRootPart.Position - Demon.HumanoidRootPart.Position).unit * 40
local ray = Ray.new(origin, direction)

local hit, pos = workspace:FindPartOnRay(ray, Demon)

if hit then 
	if hit:IsDescendantOf(target) then
		return true
		
	end
else 
	return false
end

end

local function findTarget()
local players = game.Players:GetPlayers()
local maxDistance = 70
local nearestTarget
for index, player in pairs(players) do
if player.Character then
local target = player.Character
local distance = (Demon.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
if distance < maxDistance and canSeeTarget(target) then
nearestTarget = target
maxDistance = distance
end
end
end
return nearestTarget
end

local function getPath(destination)

local pathParams = {

	["AgentHeight"] = 8.5,

	["AgentRadius"] = 11,

	["AgentCanJump"] = false

}

local path = PathfindingService:CreatePath(pathParams)
path:ComputeAsync(Demon.HumanoidRootPart.Position, destination.Position)
return path

end
local function attack(target)
local distance = (Demon.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
if distance > 3 then
humanoid:MoveTo(target.HumanoidRootPart.Position)
else
db = true
local body = game.Workspace.Jumpscare.Body.Body
body[“Jumpscare sound effect”]:Play()
local playerDeath = game.ReplicatedStorage.Remotes:WaitForChild(“playerDeath”)
local player = game.Players:GetPlayerFromCharacter(target)
print(player)

	print("d1")
	print(player)
	target.Humanoid.Health = 0 
	wait(4)
	
	db = false
	
		
end

end
local function walkTo(destination)
local path = getPath(destination)

if path.Status == Enum.PathStatus.Success then
for index, waypoint in pairs(path:GetWaypoints()) do
	local target = findTarget()
	if target then
		attack(target)
		break
	else
		humanoid:MoveTo(waypoint.Position)
		humanoid.MoveToFinished:Wait()
	end
	end
else
	humanoid:MoveTo(destination.position - (Demon.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(0) do
Patrol()
end