Here is my hacked-up version of the script, that I am using mostly for informational purposes. As it stands, there is some "unreachable code" that can easily be enabled (remove the "return") in order to do automated adventuring.
Some of the changes may overlap with efforts by Crowther and/or Veracity; I haven't looked at their recent versions. The most notable thing I added (the reason I'm sharing this) is the parsing of the slide show preview that KoL provides. I still kept the Mafia log parsing as well, so that I can easily tell whether or not Mafia _thinks_ it has adventured at a given location.
In addition, in the disabled auto-adventure code, I attempt to order the adventures somewhat intelligently. I'm not sure if this is ever actually necessary with the current locations, but if, for example, Mafia had the different locations within Wormwood spread out within $locations[], this code should (I think) tend to group them together in order to avoid using 2 extra absinthes.
If you use the auto-adventure code, you might want to keep the "wait" commands in, just so that you aren't surprised by any of the actions that the script takes. Or, you might want to remove them, so that the script doesn't take forever to figure out that there aren't equipment changes and buffs that canadv can use to access most of the locations....
Anyway, I thought I'd share, in case it's useful to anyone.