Handle inventory max stack sizes better. Fixes BUKKIT-5564

Make sure we check the inventory's max stack size where appropriate and
don't assume the inventory slot is able to take our entire stack just
because it is empty. We also ensure the client is updated with the correct
slot contents and cursor contents in cases where the max stack changes
result in different behavior than the client expected.
Don't limit anvil stack size.

After the changes in c549609d anvils started incorrectly limiting their
inputs to single item stacks. Vanilla allows for full size stacks here and
this is useful for using materials to repair items so now we do too.
Refactored BlockPlaceEvent and BlockChangeDelegate. Adds BUKKIT-5558

23 classes have been removed as they are no longer needed using the new
capture logic. This should help quite a bit with future MC updates.

BlockPlaceEvent Refactor

Before calling Item.interactWith, a recording flag is turned on for
setTypeAndData to capture a blockstate for each block that attempts to be set.
When a block place event is cancelled, the recorded blockstate, stack
size, and metadata will revert back to the captured state. If the event is
not cancelled, a notification will be sent to clients and block physics
will be updated.

BlockChangeDelegate Refactor

Now that we have the ability to capture blockstates through world, there
is no need to modify world gen classes with BlockChangeDelegate. Instead
we will simply capture blocks during world generation in order to "replay"
all of the captured blockstates to send back to delegates.
StructureGrowDelegate and BlockSapling.TreeGenerator have also been
removed as part of this change. BlockSapling and BlockMushroom will
capture blockstates the same as block placement and revert back any grow
events if needed.
[Bleeding] Correct issues with MEGA_REDWOOD trees. Fixes BUKKIT-5568

In commit 6efeddfe57, TALL_REDWOOD was used instead of the proper TreeType
of MEGA_REDWOOD. Additionally, this fixes an issue in CraftWorld with an
improper boolean flag related to the generation of MEGA_REDWOOD trees.
[Bleeding] Allow generation of cocoa trees.
[Bleeding] Include equipment in EntityDeathEvent loot. Fixes BUKKIT-5566
[Bleeding] Recheck persistence for chicken jockeys each tick. Fixes BUKKIT-5577
Implement inventory creation by type and title. Fixes BUKKIT-4045

With the current API it is possible to create an inventory with a specific
type, but it is not possible to give such an inventory a title other than
the default.

The commit changes that by adding a method to optionally supply the title
for the given inventory type and holder, creating the functionality to
display any supported inventory type with a 32 character length String.

If the inventory title supplied is larger than 32 characters then an
IllegalArgumentException is thrown stating so.
[Bleeding] Fix stack overflow with Ender Crystals. Fixes BUKKIT-5583
Avoid using the user cache in skull meta.

To handle changes in 1.7.9 we changed skull meta to use GameProfile
instances instead of strings of player names. This reflects what vanilla is
actually storing for skulls now. As skulls still require a name our API was
not changed and we instead look up the rest of the profile information from
the name. The way this was implemented made it so that deserializing a skull
or setting its name potentially involved a network request. As skull meta
itself does not actually require a complete profile we now simply create one
that only contains a name and leave populating it to the server when it is
actually needed.