-- no touchy

local path
local waypoint
local oldpoints
local isWandering = 0

if canWander then
	spawn(function()
		while isWandering == 0 do
			isWandering = 1
			local desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ)
			human:MoveTo( Vector3.new(desgx, 0, desgz) )
			wait(math.random(4, 6))
			isWandering = 0
		end
	end)
end

while wait() do
	local enemytorso = GetTorso(hroot.Position)	
	if enemytorso ~= nil then -- if player detected
		isWandering = 1
		local function checkw(t)
			local ci = 3
			if ci > #t then
				ci = 3
			end
			if t[ci] == nil and ci < #t then
				repeat
					ci = ci + 1
					wait()
				until t[ci] ~= nil
				return Vector3.new(1, 0, 0) + t[ci]
			else
				ci = 3
				return t[ci]
			end
		end
		
		path = pfs:FindPathAsync(hroot.Position, enemytorso.Position)
		waypoint = path:GetWaypoints()
		oldpoints = waypoint
		local connection;
		
		local direct = Vector3.FromNormalId(Enum.NormalId.Front)
		local ncf = hroot.CFrame * CFrame.new(direct)
		direct = ncf.p.unit
		local rootr = Ray.new(hroot.Position, direct)
		local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)
		
		if path and waypoint or checkw(waypoint) then
			if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
				human:MoveTo( checkw(waypoint).Position )
				human.Jump = false
			end
			
			-- CANNOT LET BALDI JUMPS --
			--[[if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then
				human.Jump = true
				connection = human.Changed:connect(function()
					human.Jump = true
				end)
				human:MoveTo( checkw(waypoint).Position )
			else
				human.Jump = false
			end]]
			
			--[[hroot.Touched:connect(function(p)
				local bodypartnames = GetPlayersBodyParts(enemytorso)
				if p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then
					connection = human.Changed:connect(function()
						human.Jump = true
					end)
				else
					human.Jump = false
				end
			end)]]
			
			if connection then
				connection:Disconnect()
			end
			
		else
			for i = 3, #oldpoints do
				human:MoveTo( oldpoints[i].Position )	
			end
		end
	elseif enemytorso == nil and canWander then -- if player not detected
		isWandering = 0
		path = nil
		waypoint = nil
		human.MoveToFinished:Wait()
	end
end
