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In the configs, we define several "attack types" that are used in the game
These "attacks" define the first actions taken by adversaries that kick off a long chain of events
In realities - "attacks" simply represent initial access vectors".
We should rename them as such and strike to map the yaml definitions as closely as we can the MITRE ATT&CK framework categories.
classAttackTypes(Enum):
""" An enum to describe types of attacks that cna be conducted by an actor """PHISHING_VIA_EMAIL="email:phishing"MALWARE_VIA_EMAIL="email:malware_delivery"SUPPLY_CHAIN_VIA_EMAIL="delivery:supply_chain"PASSWORD_SPRAY="identity:password_spray"RECONNAISSANCE_VIA_BROWSING="recon:browsing"MALWARE_VIA_WATERING_HOLE="watering_hole:malware_delivery"PHISHING_VIA_WATERING_HOLE="watering_hole:phishing"
should be
classInitialAccess(Enum):
""" An enum to describe initial access vectors that can be conducted by an actor """`app > server > game_functions.py````python# Send emailsifAttackTypes.PHISHING_VIA_EMAIL.valueinactor.get_attacks()\
orAttackTypes.MALWARE_VIA_EMAIL.valueinactor.get_attacks():
gen_actor_email(employees,
actor,
start_date=current_date
)
In the configs, we define several "attack types" that are used in the game
These "attacks" define the first actions taken by adversaries that kick off a long chain of events
In realities - "attacks" simply represent initial access vectors".
We should rename them as such and strike to map the yaml definitions as closely as we can the MITRE ATT&CK framework categories.
actor.yaml
Should be
app > server > utils.py
should be
should be
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