[WIP] World Generator API

World Generator API introduces the pieces required to represent the various aspects of the world generator. It adds interfaces for:

- `WorldGenerator`, the chunk provider which contains the actual generation process
- `ExtentBuffer`, this is a representation of an area's block data which is detached from the world and this is lightweight when modifying large amounts of blocks, such as during generation.
- `Populator`, which is a feature or aspect of the world which is layered on after the initial terrain generation, these perform actions such as replacing biome-specific blocks and placing structures (aka. `PopulatorObjects`, see below).
- `GeneratorPopulator`, which is similar to the `Populators` but is applied during the actual generation phase rather than the population phase. These apply themselves directly to the `ExtentBuffer`, and thus are suited for high intensity operations.
- `PopulatorObject`, this represents a specific structure or object used by a `Populator`.
- `BiomeManager`, this is the generator which decides in what configuration the biomes are laid out into the world.

Methods were also added to `Server` for loading, unloading, and creating worlds, and to `World` for loading, unloading, and generating chunks.

In addition several events were added:

- `ChunkPreGenerateEvent`, signals that a chunk is about to enter the generation process.
- `ChunkPostGenerateEvent`, signals that a chunk has just finished the generation process
- `ChunkPrePopulateEvent`, signals that a chunk is about to begin the population process, also includes an ordered list of populators which are about to be applied to the chunk.
- `ChunkPostPopulateEvent`, signals that a chunk has just finished the population process and is now considered complete.

Still todo:

- [ ] `WorldStorage`, Representing world data in the format of the persistence API, I'll be working with @gabizou to implement this.
- [ ] `ChunkStorage`, similar to the above.
- [ ] an asynchronous method for getting a list of generated chunks from the `WorldStorage` (https://github.com/SpongePowered/SpongeAPI/issues/256)
- [ ] Add a `LightingManager` to handle the calculations of initial lighting levels.
I used x,y,z rather than Vector3i in places where the method would be called very rapidly to keep the number of immutable vectors that you have to create down, that biome method for instance is called at least 256 times per chunk generated, some of the others are called 65536 times.