Move the active object (EMPTY) to the 3D cursor

The title says it all.
I have an empty that I want to move to the 3D cursor while maintaining its orientation.
I’m sure this is simple but I’m new to Python.

bl_info = {
    "name": "Add WCS",
    "description": "Adds a WCS for view management",
    "author": "Tim Frank (tfrank)",
    "version": (0,0,1),
    "blender": (2, 5, 7),
    "api": 35853,
    "location": "View3D > Add > Mesh > WCS",
    "warning": '', # used for warning icon and text in addons panel
    "wiki_url": "",
    "tracker_url": "",
    "category": "Add Mesh"}


import bpy
import mathutils
from math import *
from bpy.props import *

def Add_WCS():
    #Add an Empty to the Scene
    bpy.ops.object.add(type='EMPTY', view_align=True, layers=(True, False, 
    False, False, False, False, False, False, False, False, False, False, 
    False, False, False, False, False, False, False, False))
    
    
    #Remname the Empty    
    empty = bpy.context.object
    empty.name = "WCS"
    
    bpy.context.active_object.location(2,2,0)
   

class AddWCS(bpy.types.Operator):
    bl_idname = "mesh.primitive_wcs_add"
    bl_label = "Add WCS"
    bl_options = {'REGISTER', 'UNDO'}
    
    def execute(self, context):
        Add_WCS()

        
    return {'FINISHED'}    

# Register the operator
def menu_func(self, context):
    self.layout.operator(AddWCS.bl_idname, text="WCS", icon='PLUGIN')


def register():
    bpy.utils.register_module(__name__)
    bpy.types.INFO_MT_mesh_add.append(menu_func)


def unregister():
    bpy.utils.unregister_module(__name__)
    bpy.types.INFO_MT_mesh_add.remove(menu_func)

if __name__ == "__main__":
    register()

hi, you can move your ‘empty’ object like this:
empty.location = bpy.context.scene.cursor_location

or even simpler, add empty at cursor position this way:
bpy.ops.object.add(type=‘EMPTY’, view_align=True, location=bpy.context.scene.cursor_location)

Thank you very much! That did it perfectly.
I’m learning Python and had an idea to make working on skewed parts of the mesh easier.
It’s just a way to fix orientations so you can return to them and have a sort-of Top, Bottom, Right, Left views you can flip thru like the number pad does in world space.
Like on hands. They are a pain to align bones and tell the role is correct when you can’t get the proper views of the hand and thumb.
Here is a snapshot of what I’m playing with. Not much so far.