Added a new Special Effects call to Destiny Manager to handle effects we've not used before, such as effects.WarpGateEffect, that requires the 10 parameter version, not the 13 parameter version of the FX packet.
Added ActivateAccelerationGate() call to KeeperService so that acceleration gates can be spawned and used.
* Initial code in this handler generates a somewhat random destination warp point when an acceleration gate is activated and induces warp of the target ship to that location.
* Later on, when we start doing something sensible with acceleration gates, we can easily change this handler to warp to predetermined or dynamically created locations, but for now, it's fun!